Fallout Wiki
Fallout Wiki
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** {{console|tmm 0}} – Disables all map markers.
 
** {{console|tmm 0}} – Disables all map markers.
 
** {{console|tmm 1,0,1}} – Adds all map markers as undiscovered without fast travel.
 
** {{console|tmm 1,0,1}} – Adds all map markers as undiscovered without fast travel.
* {{console|ToggleGodMode}} or {{console|tgm}} – Gives the player complete immunity to damage, [[radiation]] and oxygen starvation underwater. It also gives unlimited [[Ammunition|ammo]] and clip, [[Weight|carrying capacity]] and [[AP]] (reloading does use AP with some [[weapon]]s). [[RadAway (Fallout 4)|RadAway]] and [[Stimpak (Fallout 4)|stimpaks]] do not work while tgm is active, but [[Power armor (Fallout 4)|power armor]] [[Fusion core (Fallout 4)|fusion core]]s will still drain, however can be recharged by using the jetpack. In addition, it provides unlimited resources for building items at [[Fallout 4 settlements|settlements]]. Falling from high places will still cause the player to flinch as if taking damage, though no damage will occur, and companions may comment as if you had taken damage as a result.
+
* {{console|ToggleGodMode}} or {{console|tgm}} – Gives the player complete immunity to damage, [[radiation]] and oxygen starvation underwater. It also gives unlimited [[Ammunition|ammo]] and clip, [[Weight|carrying capacity]] and [[Action Points|AP]] (reloading does use AP with some [[weapon]]s). [[RadAway (Fallout 4)|RadAway]] and [[Stimpak (Fallout 4)|stimpaks]] do not work while tgm is active, but [[Power armor (Fallout 4)|power armor]] [[Fusion core (Fallout 4)|fusion core]]s will still drain, however can be recharged by using the jetpack. In addition, it provides unlimited resources for building items at [[Fallout 4 settlements|settlements]]. Falling from high places will still cause the player to flinch as if taking damage, though no damage will occur, and companions may comment as if you had taken damage as a result.
 
* {{console|ToggleImmortalMode}} or {{console|tim}} – [[Sole Survivor|Character]] will still take damage, but health will never reach zero; it does not confer radiation immunity, nor infinite AP or ammo.
 
* {{console|ToggleImmortalMode}} or {{console|tim}} – [[Sole Survivor|Character]] will still take damage, but health will never reach zero; it does not confer radiation immunity, nor infinite AP or ammo.
 
** '''Warning:''' This will irreversibly screw up your character should you encounter a kill animation (e.g. [[Deathclaw]] evisceration) which can lead to your limbs or head being replaced by gibs causing permanent crippling debuffs (perception or agility at 0), inability to equip gear for the affected slots and all your character's dialogue being skipped (in case of a mauled head). While the visual effects can be solved by entering/exiting power armor, the permanent 0 for SPECIAL stats and your mute player character are impossible to restore and force you to reload a previous save.
 
** '''Warning:''' This will irreversibly screw up your character should you encounter a kill animation (e.g. [[Deathclaw]] evisceration) which can lead to your limbs or head being replaced by gibs causing permanent crippling debuffs (perception or agility at 0), inability to equip gear for the affected slots and all your character's dialogue being skipped (in case of a mauled head). While the visual effects can be solved by entering/exiting power armor, the permanent 0 for SPECIAL stats and your mute player character are impossible to restore and force you to reload a previous save.
 
* {{console|ToggleCollision}} or {{console|tcl}} – Enables the player to move in any direction, including through solid objects and/or empty space. (A.K.A. "noclip"). It allows you to "fly" over an area and view it or get unstuck from a location. Make sure to click on an empty space to clear any IDs that are being used in the console for this to work, {{console|prid}} with no parameters also serves the same purpose.
 
* {{console|ToggleCollision}} or {{console|tcl}} – Enables the player to move in any direction, including through solid objects and/or empty space. (A.K.A. "noclip"). It allows you to "fly" over an area and view it or get unstuck from a location. Make sure to click on an empty space to clear any IDs that are being used in the console for this to work, {{console|prid}} with no parameters also serves the same purpose.
 
** '''Note:''' You will still be unable to pass outside the invisible walls at the boundaries of the map.
 
** '''Note:''' You will still be unable to pass outside the invisible walls at the boundaries of the map.
** '''Note:''' While collisions are disabled, NPCs in the area cannot change location; they will try to walk in whatever direction they were going before collisions were disabled, but will only be able to walk in place. Anecdotal evidence suggests that this inability to move may cause their AIs to re-weight the value of the path of they were taking, decreasing it over time from a viable path, to a non-viable or undesirable path, which may negatively affect their movement in the future. (An article on NPC AI capabilities and limitations from someone with a solid understanding of the subject would be helpful.)
+
** '''Note:''' While collisions are disabled, NPCs in the area cannot change location; they will try to walk in whatever direction they were going before collisions were disabled, but will only be able to walk in place. Anecdotal evidence suggests that this inability to move may cause their AIs to re-weight the value of the path they were taking, decreasing it over time from a viable path, to a non-viable or undesirable path, which may negatively affect their movement in the future. (An article on NPC AI capabilities and limitations from someone with a solid understanding of the subject would be helpful.)
  +
** '''Note:''' Sometimes this command does not work. If you enter ToggleCollision and nothing happens, simply save your game and quit to the desktop. When you restart the game, the command should work.
 
* {{console|ToggleGamePause}} or {{console|tgp}} – Puts the game in a frozen state, even when leaving the console. Useful in combination with tfc and tm to line up perfect screenshots. Type again to resume the game.
 
* {{console|ToggleGamePause}} or {{console|tgp}} – Puts the game in a frozen state, even when leaving the console. Useful in combination with tfc and tm to line up perfect screenshots. Type again to resume the game.
 
* {{console|arg1=SetCameraFOV|user2=Third person FOV|user3=First person FOV}} or {{console|arg1=fov|user2=Third person FOV|user3=First person FOV}} – The angle of the game camera's horizontal '''F'''ield '''O'''f '''V'''iew settings in degrees. Higher values make more of the world around you fit on screen, but also distort the image more.
 
* {{console|arg1=SetCameraFOV|user2=Third person FOV|user3=First person FOV}} or {{console|arg1=fov|user2=Third person FOV|user3=First person FOV}} – The angle of the game camera's horizontal '''F'''ield '''O'''f '''V'''iew settings in degrees. Higher values make more of the world around you fit on screen, but also distort the image more.
 
** {{console|fov}} or {{console|fov 0 0}} - Sets both FOVs to the default of 70 degrees.
 
** {{console|fov}} or {{console|fov 0 0}} - Sets both FOVs to the default of 70 degrees.
 
** The second argument can be omitted, but this will set the first-person FOV to 70 (which is the default).
 
** The second argument can be omitted, but this will set the first-person FOV to 70 (which is the default).
  +
** '''Warning:''' This command has been known to mess with the Pip-Boy screen causing it to appear zoomed in too far, blocking your view to the various tabs at the top of the Pip-Boy as well as most items oriented on the left-hand side of the screen. If this problem occurs, you can attempt to remedy this by adjusting the FOV. If adjusting the FOV doesn’t work, you will need to load a previous save, before you altered the FOV settings.
 
* {{console|ToggleFlyCam}} or {{console|tfc}} – Decouples the camera from the character, allowing you to move it independently in 3rd person view (limited in range to extent of current uGridsToLoad cells setting)
 
* {{console|ToggleFlyCam}} or {{console|tfc}} – Decouples the camera from the character, allowing you to move it independently in 3rd person view (limited in range to extent of current uGridsToLoad cells setting)
 
** {{console|tfc 1}} – Additionally freezes all animations, useful for screenshots.
 
** {{console|tfc 1}} – Additionally freezes all animations, useful for screenshots.
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* {{console|ToggleLODLand}} or {{console|tll}} – Toggles distant LOD display.
 
* {{console|ToggleLODLand}} or {{console|tll}} – Toggles distant LOD display.
 
* {{console|ToggleSky}} or {{console|ts}} – Toggles sky display.
 
* {{console|ToggleSky}} or {{console|ts}} – Toggles sky display.
  +
* {{console|TogglePreCulling}} or {{console|tpc}} - Toggles pre-culling.
 
* {{console|ToggleWaterSystem}} or {{console|tws}} – Toggles water display. Useful when exploring underwater regions. It time-outs in a few seconds so you have to reenter the command. It also deactivates when you move into another cell.
 
* {{console|ToggleWaterSystem}} or {{console|tws}} – Toggles water display. Useful when exploring underwater regions. It time-outs in a few seconds so you have to reenter the command. It also deactivates when you move into another cell.
  +
* {{console|ToggleBorders}} or {{console|tb}} - Toggles cell and cell quad borders.
 
* {{console|ToggleWireFrame}} or {{console|twf}} – Toggles wire frame mode.
 
* {{console|ToggleWireFrame}} or {{console|twf}} – Toggles wire frame mode.
 
* {{console|QuitGame}} or {{console|qqq}} – "Fast quit", immediately closes the game.
 
* {{console|QuitGame}} or {{console|qqq}} – "Fast quit", immediately closes the game.
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** 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 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).
 
** 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, make sure to so take any important items off of their bodies before you use that command as well).
+
** 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 {{console|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).
 
*** The command {{console|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).
  +
** {{Icon|FO4AUT}} If used on a robot companion, it will remove every mod installed on it and reset its appearance to its default state.
 
* {{console|killall}} – Kills all NPCs and creatures in the area except for [[Fallout 4 companions|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.
 
* {{console|killall}} – Kills all NPCs and creatures in the area except for [[Fallout 4 companions|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.
 
* {{console|kah}} – Kills all hostiles in the area. Non hostiles are unaffected.
 
* {{console|kah}} – Kills all hostiles in the area. Non hostiles are unaffected.
* {{console|setcommandstate 1}} – It's a command that can be used on NPCs or settlers do things outside your settlements. A very useful command to make NPCs (guards, provisioners, etc.) get into power armor.
+
* {{console|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.
 
* {{console|callfunction "actor.switchtopowerarmor" }} – A useful command function to order settlers/merchants/NPCs out of your power armor when a dialogue is not offered. (Can happen on occasion when settlements are attacked.) First target the NPC, then type the command.
 
* {{console|callfunction "actor.switchtopowerarmor" }} – A useful command function to order settlers/merchants/NPCs out of your power armor when a dialogue is not offered. (Can happen on occasion when settlements are attacked.) First target the NPC, then type the command.
 
* {{console|targetID.tai}} – Toggles the AI on an NPC. This basically freezes them until toggled again.
 
* {{console|targetID.tai}} – Toggles the AI on an NPC. This basically freezes them until toggled again.
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* {{console|arg1=setessential|user2=baseID|user3=bool}} – Allows an NPC to be permanently killed or alternatively - unable to be killed, depending on the value used (see below). Trying to set an NPC that is already "essential" (or not) to the same value they already had using this command doesn't do anything.
 
* {{console|arg1=setessential|user2=baseID|user3=bool}} – Allows an NPC to be permanently killed or alternatively - unable to be killed, depending on the value used (see below). Trying to set an NPC that is already "essential" (or not) to the same value they already had using this command doesn't do anything.
 
** '''Note:''' As this requires the NPC's '''Base 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 Base ID.
 
** '''Note:''' As this requires the NPC's '''Base 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 Base ID.
*** For example, to remove [[Deacon|Deacon's]] essential status, type {{console|help "Deacon" 4}}, then use the ID it lists for him in the above command.
+
*** For example, to remove [[Deacon|Deacon's]] essential status, type {{console|help Deacon 4 npc_}}, then use the ID it lists for him in the above command.
 
** {{console|setessential <nowiki><baseID></nowiki> 0}} – Allows the NPC to be permanently killed.
 
** {{console|setessential <nowiki><baseID></nowiki> 0}} – Allows the NPC to be permanently killed.
 
** {{console|setessential <nowiki><baseID></nowiki> 1}} – Sets them to be unkillable.
 
** {{console|setessential <nowiki><baseID></nowiki> 1}} – Sets them to be unkillable.
 
* {{console|targetID.isessential}} – Returns 0 or 1 depending on whether the target is non-essential or essential.
 
* {{console|targetID.isessential}} – Returns 0 or 1 depending on whether the target is non-essential or essential.
  +
* {{console|targetID.isprotected}} – Returns 0 or 1 depending on whether the target is non-protected or protected (similar to isessential).
 
* {{console|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)
 
* {{console|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)
 
* {{console|targetID.setav CA_affinity}} – Sets Companion Affinity Level to an absolute value.
 
* {{console|targetID.setav CA_affinity}} – Sets Companion Affinity Level to an absolute value.
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**'''Example''' {{console|arg1=player.modav experience |user3=amount}}
 
**'''Example''' {{console|arg1=player.modav experience |user3=amount}}
 
** '''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:''' 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.
 
* {{console|arg1=player.ForceValue|user2=character variable}} or {{console|arg1=player.forceav|user2=[[#Character variables|character variable]]|user3=amount}} – Force a value.
 
* {{console|arg1=player.ForceValue|user2=character variable}} or {{console|arg1=player.forceav|user2=[[#Character variables|character variable]]|user3=amount}} – Force a value.
 
** '''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 {{console|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 {{console|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 {{console|ModAV carryweight -5000}} will place the value back where it should be based on Strength. Also, {{console|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.
 
** '''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 {{console|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 {{console|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 {{console|ModAV carryweight -5000}} will place the value back where it should be based on Strength. Also, {{console|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.
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** '''Note:''' For some reason this does not seem to work for the [[Critical Banker]] perk.
 
** '''Note:''' For some reason this does not seem to work for the [[Critical Banker]] perk.
 
* {{console|arg1=CGF|arg2="Game.AddPerkPoints"|user3=int}} – Adds the specified number of Perk Points, they can be spent in the standard perk chart.
 
* {{console|arg1=CGF|arg2="Game.AddPerkPoints"|user3=int}} – Adds the specified number of Perk Points, they can be spent in the standard perk chart.
  +
* {{console|arg1=CGF|arg2="Game.RewardPlayerXP"|user3=int}} – Rewards player the specified number of experience points.
 
* {{console|arg1=player.sexchange}} - Change player character's sex.
 
* {{console|arg1=player.sexchange}} - Change player character's sex.
 
** '''Warning''': think about removing sex-related perks
 
** '''Warning''': think about removing sex-related perks
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** '''Example:''' {{console|showlooksmenu 14 1}} – Edit player character (RefID 14).
 
** '''Example:''' {{console|showlooksmenu 14 1}} – Edit player character (RefID 14).
 
** '''Warning:''' Do not modify non-humans.
 
** '''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 {{console|tgp}} (for {{console|ToggleGamePause}}) to freeze the game, then the slm command. When finished editing the target's appearance, open the console and enter {{console|tgp}} again.
 
* {{console|showspecialmenu}} – Bring up the menu to change name and assign SPECIAL points.
 
* {{console|showspecialmenu}} – Bring up the menu to change name and assign SPECIAL points.
 
* {{console|arg1=getgs|user2=string}} – Show game settings value.
 
* {{console|arg1=getgs|user2=string}} – Show game settings value.
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===Character variables===
 
===Character variables===
Most can be used by name, e.g. {{console|ModAV luck 10}}, but the rest you must use the ID.
+
Most can be used by name, e.g. {{console|ModAV luck 10}}, but for the rest you must use the ID.
 
{|class="va-table wikitable collapsible collapsed"
 
{|class="va-table wikitable collapsible collapsed"
 
|+
 
|+
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!Name!!ID!!Name or ID!!Note
 
!Name!!ID!!Name or ID!!Note
 
|-
 
|-
| Strength || {{ID| 2C2}} || Name || 1-10, 11+ diminishing returns
+
| Strength || {{ID|2C2}} || Name || 1-10, 11+ diminishing returns
 
|-
 
|-
| Perception || {{ID| 2C3}} || Name || 1-10, 11+ diminishing returns
+
| Perception || {{ID|2C3}} || Name || 1-10, 11+ diminishing returns
 
|-
 
|-
| Endurance || {{ID| 2C4}} || Name || 1-10, 11+ diminishing returns
+
| Endurance || {{ID|2C4}} || Name || 1-10, 11+ diminishing returns
 
|-
 
|-
| Charisma || {{ID| 2C5}} || Name || 1-10, 11+ diminishing returns
+
| Charisma || {{ID|2C5}} || Name || 1-10, 11+ diminishing returns*
 
|-
 
|-
| Intelligence || {{ID| 2C6}} || Name || 1-10, 11+ diminishing returns
+
| Intelligence || {{ID|2C6}} || Name || 1-10, 11+ diminishing returns
 
|-
 
|-
| Agility || {{ID| 2C7}} || Name || 1-10, 11+ diminishing returns
+
| Agility || {{ID|2C7}} || Name || 1-10, 11+ diminishing returns
 
|-
 
|-
| Luck || {{ID| 2C8}} || Name || 1-10, 11+ diminishing returns
+
| Luck || {{ID|2C8}} || Name || 1-10, 11+ diminishing returns
 
|-
 
|-
| Experience || {{ID| 2C9}} || Name ||
+
| Experience || {{ID|2C9}} || Name ||
 
|-
 
|-
| Health || {{ID| 2D4}} || Name ||
+
| Health || {{ID|2D4}} || Name ||
 
|-
 
|-
| CarryWeight || {{ID| 2DC}} || Name ||
+
| CarryWeight || {{ID|2DC}} || Name ||
 
|-
 
|-
| SpeedMult || {{ID| 2DA}} || Name || normal is 100.00, double speed is 200.00
+
| SpeedMult || {{ID|2DA}} || Name || normal is 100.00, double speed is 200.00
 
|-
 
|-
| ActionPoints || {{ID| 2D5}} || Name ||
+
| ActionPoints || {{ID|2D5}} || Name ||
 
|-
 
|-
| HealRate || {{ID| 2D7}} || Name ||
+
| HealRate || {{ID|2D7}} || Name ||
 
|-
 
|-
| ActionPointsRate || {{ID| 2D8}} || Name ||
+
| ActionPointsRate || {{ID|2D8}} || ID ||
 
|-
 
|-
| Agression || {{ID| 2BC}} || ID || See [[Gamebryo AI attributes]]
+
| Agression || {{ID|2BC}} || ID || See [[Gamebryo AI attributes]]
 
|-
 
|-
| Confidence || {{ID| 2BD }} || ID || See [[Gamebryo AI attributes]]
+
| Confidence || {{ID|2BD }} || ID || See [[Gamebryo AI attributes]]
 
|-
 
|-
| Energy || {{ID| 2BE }} || ID || See [[Gamebryo AI attributes]]
+
| Energy || {{ID|2BE }} || ID || See [[Gamebryo AI attributes]]
 
|-
 
|-
| Morality || {{ID| 2BF }} || ID || See [[Gamebryo AI attributes]]
+
| Morality || {{ID|2BF }} || ID || See [[Gamebryo AI attributes]]
 
|-
 
|-
| Assistance || {{ID| 2C1}} || ID || See [[Gamebryo AI attributes]]
+
| Assistance || {{ID|2C1}} || ID || See [[Gamebryo AI attributes]]
 
|-
 
|-
| DamageResist || {{ID| 2E3}} || Name ||
+
| DamageResist || {{ID|2E3}} || Name ||
 
|-
 
|-
| PoisonResist || {{ID| 2E4}} || Name ||
+
| PoisonResist || {{ID|2E4}} || Name ||
 
|-
 
|-
| FireResist || {{ID| 2E5}} || Name ||
+
| FireResist || {{ID|2E5}} || Name ||
 
|-
 
|-
| ElectricResist || {{ID| 2E6}} || Name ||
+
| ElectricResist || {{ID|2E6}} || Name ||
 
|-
 
|-
| FrostResist || {{ID| 2E7}} || Name ||
+
| FrostResist || {{ID|2E7}} || Name ||
 
|-
 
|-
| RadResistIngestion || {{ID| 2E9}} || Name ||
+
| RadResistIngestion || {{ID|2E9}} || Name ||
 
|-
 
|-
| RadResistExposure || {{ID| 2EA}} || Name ||
+
| RadResistExposure || {{ID|2EA}} || Name ||
 
|-
 
|-
| EnergyResist || {{ID| 2EB}} || Name ||
+
| EnergyResist || {{ID|2EB}} || Name ||
 
|-
 
|-
| Invisibility || {{ID| 2F3}} || Name || 1 is on, 0 is off
+
| Invisibility || {{ID|2F3}} || Name || 1 is on, 0 is off
 
|-
 
|-
| AttackDamageMult || {{ID| 357}} || ID || 1 is Normal, 2 doubles character's damage
+
| AttackDamageMult || {{ID|357}} || ID || 1 is Normal, 2 doubles character's damage
 
|-
 
|-
| PerceptionCondition || {{ID| 36C}} || — || head condition, 0-100
+
| PerceptionCondition || {{ID|36C}} || — || head condition, 0-100
 
|-
 
|-
| EnduranceCondition || {{ID| 36D}} || — || torso condition, 0-100
+
| EnduranceCondition || {{ID|36D}} || — || torso condition, 0-100
 
|-
 
|-
| LeftAttackCondition || {{ID| 36E}} || — || left arm condition, 0-100
+
| LeftAttackCondition || {{ID|36E}} || — || left arm condition, 0-100
 
|-
 
|-
| RightAttackCondition || {{ID| 36F}} || — || right condition, 0-100
+
| RightAttackCondition || {{ID|36F}} || — || right arm condition, 0-100
 
|-
 
|-
| LeftMobilityCondition || {{ID| 370}} || — || left leg condition, 0-100
+
| LeftMobilityCondition || {{ID|370}} || — || left leg condition, 0-100
 
|-
 
|-
| RightMobilityCondition || {{ID| 371}} || — || right leg condition, 0-100
+
| RightMobilityCondition || {{ID|371}} || — || 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.
   
 
{|class="va-table wikitable collapsible collapsed"
 
{|class="va-table wikitable collapsible collapsed"
Line 459: Line 469:
 
!Name!!ID!!Name or ID!!Note
 
!Name!!ID!!Name or ID!!Note
 
|-
 
|-
| AttackConditionAlt1 || {{ID| 2CA}} || — ||
+
| AttackConditionAlt1 || {{ID|2CA}} || — ||
 
|-
 
|-
| AttackConditionAlt2 || {{ID| 2CB}} || — ||
+
| AttackConditionAlt2 || {{ID|2CB}} || — ||
 
|-
 
|-
| IdleChatterTimeMin || {{ID| 2CC}} || — ||
+
| IdleChatterTimeMin || {{ID|2CC}} || — ||
 
|-
 
|-
| IdleChatterTimeMax || {{ID| 2CD}} || — ||
+
| IdleChatterTimeMax || {{ID|2CD}} || — ||
 
|-
 
|-
| RotationSpeedCondition || {{ID| 2CE}} || — ||
+
| RotationSpeedCondition || {{ID|2CE}} || — ||
 
|-
 
|-
| AttackConditionAlt3 || {{ID| 2CF}} || — ||
+
| AttackConditionAlt3 || {{ID|2CF}} || — ||
 
|-
 
|-
| WorkshopID || {{ID| 2D1}} || — ||
+
| WorkshopID || {{ID|2D1}} || — ||
 
|-
 
|-
| AnimationMult || {{ID| 2D2}} || — ||
+
| AnimationMult || {{ID|2D2}} || — ||
 
|-
 
|-
| WeapReloadSpeedMult || {{ID| 2D3}} || — ||
+
| WeapReloadSpeedMult || {{ID|2D3}} || — ||
 
|-
 
|-
| UnusedStamina || {{ID| 2D6}} || — || Skyrim code remnant
+
| UnusedStamina || {{ID|2D6}} || — || Skyrim code remnant
 
|-
 
|-
| ConditionRate || {{ID| 2D9}} || — ||
+
| ConditionRate || {{ID|2D9}} || — ||
 
|-
 
|-
| RadsRate || {{ID| 2DB}} || Name ||
+
| RadsRate || {{ID|2DB}} || Name ||
 
|-
 
|-
| CritChance || {{ID| 2DD}} || — || It appears that 100 is a guaranteed crit.
+
| CritChance || {{ID|2DD}} || — || It appears that 100 is a guaranteed crit.
 
|-
 
|-
| MeleeDamage || {{ID| 2DE}} || ID ||
+
| MeleeDamage || {{ID|2DE}} || ID ||
 
|-
 
|-
| UnarmedDamage || {{ID| 2DF}} || — ||
+
| UnarmedDamage || {{ID|2DF}} || — ||
 
|-
 
|-
| Mass || {{ID| 2E0}} || — ||
+
| Mass || {{ID|2E0}} || — ||
 
|-
 
|-
| Rads || {{ID| 2E1}} || — ||
+
| Rads || {{ID|2E1}} || — ||
 
|-
 
|-
| VoiceRate || {{ID| 2E2}} || — ||
+
| VoiceRate || {{ID|2E2}} || — ||
 
|-
 
|-
| MagicResist || {{ID| 2E8}} || — ||
+
| MagicResist || {{ID|2E8}} || — ||
 
|-
 
|-
| Suspicious || {{ID| 2EC}} || — ||
+
| Suspicious || {{ID|2EC}} || — ||
 
|-
 
|-
| BloodyMess || {{ID| 2ED}} || ID ||
+
| BloodyMess || {{ID|2ED}} || ID ||
 
|-
 
|-
| RadHealthMax || {{ID| 2EE}} || — ||
+
| RadHealthMax || {{ID|2EE}} || — ||
 
|-
 
|-
| PowerArmorHeadCondition || {{ID| 2EF}} || — ||
+
| PowerArmorHeadCondition || {{ID|2EF}} || — ||
 
|-
 
|-
| PowerArmorTorsoCondition || {{ID| 2F0}} || — ||
+
| PowerArmorTorsoCondition || {{ID|2F0}} || — ||
 
|-
 
|-
| PowerArmorLeftArmCondition || {{ID| 2F1}} || — ||
+
| PowerArmorLeftArmCondition || {{ID|2F1}} || — ||
 
|-
 
|-
| Paralysis || {{ID| 2F2}} || — ||
+
| Paralysis || {{ID|2F2}} || — ||
 
|-
 
|-
| NightEye || {{ID| 2F4}} || — ||
+
| NightEye || {{ID|2F4}} || — ||
 
|-
 
|-
| DetectLifeRange || {{ID| 2F5}} || — ||
+
| DetectLifeRange || {{ID|2F5}} || — ||
 
|-
 
|-
| WaterBreathing || {{ID| 2F6}} || — ||
+
| WaterBreathing || {{ID|2F6}} || — ||
 
|-
 
|-
| WaterWalking || {{ID| 2F7}} || — ||
+
| WaterWalking || {{ID|2F7}} || — ||
 
|-
 
|-
| IgnoreCrippledLimbs || {{ID| 2F8}} || — ||
+
| IgnoreCrippledLimbs || {{ID|2F8}} || — ||
 
|-
 
|-
| Fame || {{ID| 2F9}} || — ||
+
| Fame || {{ID|2F9}} || — ||
 
|-
 
|-
| Infamy || {{ID| 2FA}} || — ||
+
| Infamy || {{ID|2FA}} || — ||
 
|-
 
|-
| JumpingBonus || {{ID| 2FB}} || — ||
+
| JumpingBonus || {{ID|2FB}} || — ||
 
|-
 
|-
| WardPower || {{ID| 2FC}} || — ||
+
| WardPower || {{ID|2FC}} || — ||
 
|-
 
|-
| RightItemCharge || {{ID| 2FD}} || — ||
+
| RightItemCharge || {{ID|2FD}} || — ||
 
|-
 
|-
| ArmorPerks || {{ID| 2FE}} || — ||
+
| ArmorPerks || {{ID|2FE}} || — ||
 
|-
 
|-
| ShieldPerks || {{ID| 2FF}} || — ||
+
| ShieldPerks || {{ID|2FF}} || — ||
 
|-
 
|-
| WardDeflection || {{ID| 300}} || — ||
+
| WardDeflection || {{ID|300}} || — ||
 
|-
 
|-
| Variable01 || {{ID| 301}} || — ||
+
| Variable01 || {{ID|301}} || — ||
 
|-
 
|-
| Variable02 || {{ID| 302}} || — ||
+
| Variable02 || {{ID|302}} || — ||
 
|-
 
|-
| Variable03 || {{ID| 303}} || — ||
+
| Variable03 || {{ID|303}} || — ||
 
|-
 
|-
| Variable04 || {{ID| 304}} || — ||
+
| Variable04 || {{ID|304}} || — ||
 
|-
 
|-
| Variable05 || {{ID| 305}} || — ||
+
| Variable05 || {{ID|305}} || — ||
 
|-
 
|-
| Variable06 || {{ID| 306}} || — ||
+
| Variable06 || {{ID|306}} || — ||
 
|-
 
|-
| Variable07 || {{ID| 307}} || — ||
+
| Variable07 || {{ID|307}} || — ||
 
|-
 
|-
| Variable08 || {{ID| 308}} || — ||
+
| Variable08 || {{ID|308}} || — ||
 
|-
 
|-
| Variable09 || {{ID| 309}} || — ||
+
| Variable09 || {{ID|309}} || — ||
 
|-
 
|-
| Variable10 || {{ID| 30A}} || — ||
+
| Variable10 || {{ID|30A}} || — ||
 
|-
 
|-
| BowSpeedBonus || {{ID| 30B}} || — || Skyrim code remnant
+
| BowSpeedBonus || {{ID|30B}} || — || Skyrim code remnant
 
|-
 
|-
| FavorActive || {{ID| 30C}} || — ||
+
| FavorActive || {{ID|30C}} || — ||
 
|-
 
|-
| FavorsPerDay || {{ID| 30D}} || — ||
+
| FavorsPerDay || {{ID|30D}} || — ||
 
|-
 
|-
| FavorsPerDayTimer || {{ID| 30E}} || — ||
+
| FavorsPerDayTimer || {{ID|30E}} || — ||
 
|-
 
|-
| LeftItemCharge || {{ID| 30F}} || — ||
+
| LeftItemCharge || {{ID|30F}} || — ||
 
|-
 
|-
| AbsorbChance || {{ID| 310}} || — ||
+
| AbsorbChance || {{ID|310}} || — ||
 
|-
 
|-
| Blindness || {{ID| 311}} || — ||
+
| Blindness || {{ID|311}} || — ||
 
|-
 
|-
| WeaponSpeedMult || {{ID| 312}} || — ||
+
| WeaponSpeedMult || {{ID|312}} || — ||
 
|-
 
|-
| ShoutRecoveryMult || {{ID| 313}} || — || Skyrim code remnant
+
| ShoutRecoveryMult || {{ID|313}} || — || Skyrim code remnant
 
|-
 
|-
| BowStaggerBonus || {{ID| 314}} || — || Skyrim code remnant
+
| BowStaggerBonus || {{ID|314}} || — || Skyrim code remnant
 
|-
 
|-
| Telekinesis || {{ID| 315}} || — ||
+
| Telekinesis || {{ID|315}} || — ||
 
|-
 
|-
| FavorPointsBonus || {{ID| 316}} || — ||
+
| FavorPointsBonus || {{ID|316}} || — ||
 
|-
 
|-
| LastBribedIntimidated || {{ID| 317}} || — || Skyrim code remnant
+
| LastBribedIntimidated || {{ID|317}} || — || Skyrim code remnant
 
|-
 
|-
| LastFlattered || {{ID| 318}} || — || Skyrim code remnant
+
| LastFlattered || {{ID|318}} || — || Skyrim code remnant
 
|-
 
|-
| MovementNoiseMult || {{ID| 319}} || — ||
+
| MovementNoiseMult || {{ID|319}} || — ||
 
|-
 
|-
| BypassVendorStolenCheck || {{ID| 31A}} || — || Skyrim code remnant
+
| BypassVendorStolenCheck || {{ID|31A}} || — || Skyrim code remnant
 
|-
 
|-
| BypassVendorKeywordCheck || {{ID| 31B}} || — ||
+
| BypassVendorKeywordCheck || {{ID|31B}} || — ||
 
|-
 
|-
| WaitingForPlayer || {{ID| 31C}} || — ||
+
| WaitingForPlayer || {{ID|31C}} || — ||
 
|-
 
|-
| SkillMagAV01 || {{ID| 31D}} || — ||
+
| SkillMagAV01 || {{ID|31D}} || — ||
 
|-
 
|-
| SkillMagAV02 || {{ID| 31E}} || — ||
+
| SkillMagAV02 || {{ID|31E}} || — ||
 
|-
 
|-
| SkillMagAV03 || {{ID| 31F}} || — ||
+
| SkillMagAV03 || {{ID|31F}} || — ||
 
|-
 
|-
| SkillMagAV04 || {{ID| 320}} || — ||
+
| SkillMagAV04 || {{ID|320}} || — ||
 
|-
 
|-
| SkillMagAV05 || {{ID| 321}} || — ||
+
| SkillMagAV05 || {{ID|321}} || — ||
 
|-
 
|-
| SkillMagAV06 || {{ID| 322}} || — ||
+
| SkillMagAV06 || {{ID|322}} || — ||
 
|-
 
|-
| SkillMagAV07 || {{ID| 323}} || — ||
+
| SkillMagAV07 || {{ID|323}} || — ||
 
|-
 
|-
| SkillMagAV08 || {{ID| 324}} || — ||
+
| SkillMagAV08 || {{ID|324}} || — ||
 
|-
 
|-
| SkillMagAV09 || {{ID| 325}} || — ||
+
| SkillMagAV09 || {{ID|325}} || — ||
 
|-
 
|-
| SkillMagAV10 || {{ID| 326}} || — ||
+
| SkillMagAV10 || {{ID|326}} || — ||
 
|-
 
|-
| SkillMagAV11 || {{ID| 327}} || — ||
+
| SkillMagAV11 || {{ID|327}} || — ||
 
|-
 
|-
| SkillMagAV12 || {{ID| 328}} || — ||
+
| SkillMagAV12 || {{ID|328}} || — ||
 
|-
 
|-
| SkillMagAV13 || {{ID| 329}} || — ||
+
| SkillMagAV13 || {{ID|329}} || — ||
 
|-
 
|-
| SkillMagAV14 || {{ID| 32A}} || — ||
+
| SkillMagAV14 || {{ID|32A}} || — ||
 
|-
 
|-
| SkillMagAV15 || {{ID| 32B}} || — ||
+
| SkillMagAV15 || {{ID|32B}} || — ||
 
|-
 
|-
| KARMA || {{ID| 32C}} || — ||
+
| KARMA || {{ID|32C}} || — ||
 
|-
 
|-
| Deafness || {{ID| 32D}} || — ||
+
| Deafness || {{ID|32D}} || — ||
 
|-
 
|-
| PowerGenerated || {{ID| 32E}} || — ||
+
| PowerGenerated || {{ID|32E}} || — ||
 
|-
 
|-
| PowerRadiation || {{ID| 32F}} || — ||
+
| PowerRadiation || {{ID|32F}} || — ||
 
|-
 
|-
| PowerRequired || {{ID| 330}} || — ||
+
| PowerRequired || {{ID|330}} || — ||
 
|-
 
|-
| Food || {{ID| 331}} || — ||
+
| Food || {{ID|331}} || — ||
 
|-
 
|-
| Water || {{ID| 332}} || — ||
+
| Water || {{ID|332}} || — ||
 
|-
 
|-
| Safety || {{ID| 333}} || — ||
+
| Safety || {{ID|333}} || — ||
 
|-
 
|-
| Bed || {{ID| 334}} || — ||
+
| Bed || {{ID|334}} || — ||
 
|-
 
|-
| Happiness || {{ID| 335}} || — ||
+
| Happiness || {{ID|335}} || — ||
 
|-
 
|-
| Artillery || {{ID| 336}} || — ||
+
| Artillery || {{ID|336}} || — ||
 
|-
 
|-
| WorkshopItemOverlap || {{ID| 337}} || — ||
+
| WorkshopItemOverlap || {{ID|337}} || — ||
 
|-
 
|-
| WorkshopItemClampDirection || {{ID| 339}} || — ||
+
| WorkshopItemClampDirection || {{ID|339}} || — ||
 
|-
 
|-
| WorkshopItemZOffset || {{ID| 33A}} || — ||
+
| WorkshopItemZOffset || {{ID|33A}} || — ||
 
|-
 
|-
| WorkshopActorWounded || {{ID| 33B}} || — ||
+
| WorkshopActorWounded || {{ID|33B}} || — ||
 
|-
 
|-
| WorkshopPlayerOwned || {{ID| 33C}} || — ||
+
| WorkshopPlayerOwned || {{ID|33C}} || — ||
 
|-
 
|-
| WorkshopStackableItem || {{ID| 33D}} || — ||
+
| WorkshopStackableItem || {{ID|33D}} || — ||
 
|-
 
|-
| WorkshopSnapPointRadius || {{ID| 33E}} || — ||
+
| WorkshopSnapPointRadius || {{ID|33E}} || — ||
 
|-
 
|-
| WorkshopAnythingIsGround || {{ID| 33F}} || — ||
+
| WorkshopAnythingIsGround || {{ID|33F}} || — ||
 
|-
 
|-
| IgnorePlayerWhileFrenzied || {{ID| 340}} || — ||
+
| IgnorePlayerWhileFrenzied || {{ID|340}} || — ||
 
|-
 
|-
| LeftWeaponSpeedMult || {{ID| 341}} || — ||
+
| LeftWeaponSpeedMult || {{ID|341}} || — ||
 
|-
 
|-
| DragonSouls || {{ID| 342}} || — || Skyrim code remnant
+
| DragonSouls || {{ID|342}} || — || Skyrim code remnant
 
|-
 
|-
| CombatHealthRegenMult || {{ID| 343}} || — ||
+
| CombatHealthRegenMult || {{ID|343}} || — ||
 
|-
 
|-
| FollowerState || {{ID| 344}} || — ||
+
| FollowerState || {{ID|344}} || — ||
 
|-
 
|-
| FollowerDistance || {{ID| 345}} || — ||
+
| FollowerDistance || {{ID|345}} || — ||
 
|-
 
|-
| FollowerStance || {{ID| 346}} || — ||
+
| FollowerStance || {{ID|346}} || — ||
 
|-
 
|-
| FollowerStanceAllowCombatOverride || {{ID| 347}} || — ||
+
| FollowerStanceAllowCombatOverride || {{ID|347}} || — ||
 
|-
 
|-
| WorkshopCurrentTriangles || {{ID| 348}} || — ||
+
| WorkshopCurrentTriangles || {{ID|348}} || — ||
 
|-
 
|-
| WorkshopMaxTriangles || {{ID| 349}} || — ||
+
| WorkshopMaxTriangles || {{ID|349}} || — ||
 
|-
 
|-
| WorkshopCurrentDraws || {{ID| 34A}} || — ||
+
| WorkshopCurrentDraws || {{ID|34A}} || — ||
 
|-
 
|-
| WorkshopMaxDraws || {{ID| 34B}} || — ||
+
| WorkshopMaxDraws || {{ID|34B}} || — ||
 
|-
 
|-
| WorkshopIgnoreSimpleIntersections || {{ID| 34D}} || — ||
+
| WorkshopIgnoreSimpleIntersections || {{ID|34D}} || — ||
 
|-
 
|-
| WorkshopAllowUnsupportedStacking || {{ID| 34E}} || — ||
+
| WorkshopAllowUnsupportedStacking || {{ID|34E}} || — ||
 
|-
 
|-
| RadsRateMult || {{ID| 355}} || — ||
+
| RadsRateMult || {{ID|355}} || — ||
 
|-
 
|-
| DragonRend || {{ID| 356}} || — || Skyrim code remnant
+
| DragonRend || {{ID|356}} || — || Skyrim code remnant
 
|-
 
|-
| HealRateMult || {{ID| 358}} || — ||
+
| HealRateMult || {{ID|358}} || — ||
 
|-
 
|-
| ActionPointsRateMult || {{ID| 359}} || — ||
+
| ActionPointsRateMult || {{ID|359}} || — ||
 
|-
 
|-
| ConditionRateMult || {{ID| 35A}} || — ||
+
| ConditionRateMult || {{ID|35A}} || — ||
 
|-
 
|-
| AimStability || {{ID| 35B}} || — || Default value = 1. Setting it to 2 eliminates scope sway.
+
| AimStability || {{ID|35B}} || — || Default value = 1. Setting it to 2 eliminates scope sway.
 
|-
 
|-
| PowerArmorBattery || {{ID| 35C}} || — ||
+
| PowerArmorBattery || {{ID|35C}} || — ||
 
|-
 
|-
| PowerArmorRightArmCondition || {{ID| 35D}} || — ||
+
| PowerArmorRightArmCondition || {{ID|35D}} || — ||
 
|-
 
|-
| PowerArmorLeftLegCondition || {{ID| 35E}} || — ||
+
| PowerArmorLeftLegCondition || {{ID|35E}} || — ||
 
|-
 
|-
| ReflectDamage || {{ID| 35F}} || — ||
+
| ReflectDamage || {{ID|35F}} || — ||
 
|-
 
|-
| CraftingAbilityGeneral || {{ID| 360}} || — ||
+
| CraftingAbilityGeneral || {{ID|360}} || — ||
 
|-
 
|-
| CraftingAbilityExplosives || {{ID| 361}} || — ||
+
| CraftingAbilityExplosives || {{ID|361}} || — ||
 
|-
 
|-
| CraftingAbilityGuns || {{ID| 362}} || — ||
+
| CraftingAbilityGuns || {{ID|362}} || — ||
 
|-
 
|-
| CraftingAbilityMechanics || {{ID| 363}} || — ||
+
| CraftingAbilityMechanics || {{ID|363}} || — ||
 
|-
 
|-
| CraftingAbilityMedicine || {{ID| 364}} || — ||
+
| CraftingAbilityMedicine || {{ID|364}} || — ||
 
|-
 
|-
| CraftingAbilityMelee || {{ID| 365}} || — ||
+
| CraftingAbilityMelee || {{ID|365}} || — ||
 
|-
 
|-
| CraftingAbilityScience || {{ID| 366}} || — ||
+
| CraftingAbilityScience || {{ID|366}} || — ||
 
|-
 
|-
| CraftingAbilitySurvival || {{ID| 367}} || — ||
+
| CraftingAbilitySurvival || {{ID|367}} || — ||
 
|-
 
|-
| ComponentUsageMultChemical || {{ID| 368}} || — ||
+
| ComponentUsageMultChemical || {{ID|368}} || — ||
 
|-
 
|-
| ComponentUsageMultMetallic || {{ID| 369}} || — ||
+
| ComponentUsageMultMetallic || {{ID|369}} || — ||
 
|-
 
|-
| ComponentUsageMultOrganic || {{ID| 36A}} || — ||
+
| ComponentUsageMultOrganic || {{ID|36A}} || — ||
 
|-
 
|-
| ComponentUsageMultTechnical || {{ID| 36B}} || — ||
+
| ComponentUsageMultTechnical || {{ID|36B}} || — ||
 
|-
 
|-
| BrainCondition || {{ID| 372}} || — || effect unknown
+
| BrainCondition || {{ID|372}} || — || effect unknown
 
|-
 
|-
| AvailableCondition1 || {{ID| 373}} || — ||
+
| AvailableCondition1 || {{ID|373}} || — ||
 
|-
 
|-
| AvailableCondition2 || {{ID| 374}} || — ||
+
| AvailableCondition2 || {{ID|374}} || — ||
 
|-
 
|-
| AvailableCondition3 || {{ID| 375}} || — ||
+
| AvailableCondition3 || {{ID|375}} || — ||
 
|-
 
|-
| One Handed Weapons || {{ID| 376}} || — || Skyrim code remnant
+
| One Handed Weapons || {{ID|376}} || — || Skyrim code remnant
 
|-
 
|-
| Two Handed Weapons || {{ID| 377}} || — || Skyrim code remnant
+
| Two Handed Weapons || {{ID|377}} || — || Skyrim code remnant
 
|-
 
|-
| Marksman || {{ID| 378}} || — || Skyrim code remnant
+
| Marksman || {{ID|378}} || — || Skyrim code remnant
 
|-
 
|-
| Block || {{ID| 379}} || — || Skyrim code remnant
+
| Block || {{ID|379}} || — || Skyrim code remnant
 
|-
 
|-
| Smithing || {{ID| 37A}} || — || Skyrim code remnant
+
| Smithing || {{ID|37A}} || — || Skyrim code remnant
 
|-
 
|-
| Heavy Armor || {{ID| 37B}} || — || Skyrim code remnant
+
| Heavy Armor || {{ID|37B}} || — || Skyrim code remnant
 
|-
 
|-
| Light Armor || {{ID| 37C}} || — || Skyrim code remnant
+
| Light Armor || {{ID|37C}} || — || Skyrim code remnant
 
|-
 
|-
| PickPocket || {{ID| 37D}} || — || Skyrim code remnant
+
| PickPocket || {{ID|37D}} || — || Skyrim code remnant
 
|-
 
|-
| Lockpicking || {{ID| 37E}} || — || Skyrim code remnant
+
| Lockpicking || {{ID|37E}} || — || Skyrim code remnant
 
|-
 
|-
| Sneak || {{ID| 37F}} || — || Skyrim code remnant
+
| Sneak || {{ID|37F}} || — || Skyrim code remnant
 
|-
 
|-
| Alchemy || {{ID| 380}} || — || Skyrim code remnant
+
| Alchemy || {{ID|380}} || — || Skyrim code remnant
 
|-
 
|-
| Speechcraft || {{ID| 381}} || — || Skyrim code remnant
+
| Speechcraft || {{ID|381}} || — || Skyrim code remnant
 
|-
 
|-
| Alteration || {{ID| 382}} || — || Skyrim code remnant
+
| Alteration || {{ID|382}} || — || Skyrim code remnant
 
|-
 
|-
| Conjuration || {{ID| 383}} || — || Skyrim code remnant
+
| Conjuration || {{ID|383}} || — || Skyrim code remnant
 
|-
 
|-
| Destruction || {{ID| 384}} || — || Skyrim code remnant
+
| Destruction || {{ID|384}} || — || Skyrim code remnant
 
|-
 
|-
| Illusion || {{ID| 385}} || — || Skyrim code remnant
+
| Illusion || {{ID|385}} || — || Skyrim code remnant
 
|-
 
|-
| Restoration || {{ID| 386}} || — || Skyrim code remnant
+
| Restoration || {{ID|386}} || — || Skyrim code remnant
 
|-
 
|-
| Enchanting || {{ID| 387}} || — || Skyrim code remnant
+
| Enchanting || {{ID|387}} || — || Skyrim code remnant
 
|-
 
|-
| PowerArmorRightLegCondition || {{ID| 388}} || — ||
+
| PowerArmorRightLegCondition || {{ID|388}} || — ||
 
|-
 
|-
| VANSPerk || {{ID| 389}} || — ||
+
| VANSPerk || {{ID|389}} || — ||
 
|-
 
|-
| MS04SilverShroudTarget || {{ID| 1a7f5}} || — ||
+
| MS04SilverShroudTarget || {{ID|1a7f5}} || — ||
 
|-
 
|-
| TemporaryAngerLevel || {{ID| 2da12}} || — ||
+
| TemporaryAngerLevel || {{ID|2da12}} || — ||
 
|-
 
|-
| BoughtHaircutAV || {{ID| 43c2b }} || — ||
+
| BoughtHaircutAV || {{ID|43c2b }} || — ||
 
|-
 
|-
| BoughtSurgeryAV || {{ID| 43c95}} || — ||
+
| BoughtSurgeryAV || {{ID|43c95}} || — ||
 
|-
 
|-
| DN084_DescentHasTeleported || {{ID| 47fd5}} || — ||
+
| DN084_DescentHasTeleported || {{ID|47fd5}} || — ||
 
|-
 
|-
| DN084_ControlRoomOverride || {{ID| 49647}} || — ||
+
| DN084_ControlRoomOverride || {{ID|49647}} || — ||
 
|-
 
|-
| EMSystemSleeping || {{ID| 66514}} || — ||
+
| EMSystemSleeping || {{ID|66514}} || — ||
 
|-
 
|-
| DN131_CommonsTriggerTimestamp || {{ID| 668d7}} || — ||
+
| DN131_CommonsTriggerTimestamp || {{ID|668d7}} || — ||
 
|-
 
|-
| MS17CloseWork || {{ID| 7c61c }} || — ||
+
| MS17CloseWork || {{ID|7c61c }} || — ||
 
|-
 
|-
| PowerArmorVent || {{ID| 84283}} || — ||
+
| PowerArmorVent || {{ID|84283}} || — ||
 
|-
 
|-
| CompStrongBerserkAV || {{ID| 84287}} || — ||
+
| CompStrongBerserkAV || {{ID|84287}} || — ||
 
|-
 
|-
| WorkshopRatingScavengeGeneral || {{ID| 86748}} || — ||
+
| WorkshopRatingScavengeGeneral || {{ID|86748}} || — ||
 
|-
 
|-
| WorkshopRatingScavengeBuilding || {{ID| 86749}} || — ||
+
| WorkshopRatingScavengeBuilding || {{ID|86749}} || — ||
 
|-
 
|-
| WorkshopRatingScavengeParts || {{ID| 8674a }} || — ||
+
| WorkshopRatingScavengeParts || {{ID|8674a }} || — ||
 
|-
 
|-
| WorkshopRatingScavengeRare || {{ID| 8674b }} || — ||
+
| WorkshopRatingScavengeRare || {{ID|8674b }} || — ||
 
|-
 
|-
| CA_LastDialogueBump || {{ID| 971f3}} || — ||
+
| CA_LastDialogueBump || {{ID|971f3}} || — ||
 
|-
 
|-
| ArmorPenetration || {{ID| 97341}} || — ||
+
| ArmorPenetration || {{ID|97341}} || — ||
 
|-
 
|-
| CA_Trait_Generous || {{ID| a1b1c }} || — ||
+
| CA_Trait_Generous || {{ID|a1b1c }} || — ||
 
|-
 
|-
| CA_Trait_Selfish || {{ID| a1b1d }} || — ||
+
| CA_Trait_Selfish || {{ID|a1b1d }} || — ||
 
|-
 
|-
| CA_Trait_Nice || {{ID| a1b1e }} || — ||
+
| CA_Trait_Nice || {{ID|a1b1e }} || — ||
 
|-
 
|-
| CA_Trait_Mean || {{ID| a1b1f }} || — ||
+
| CA_Trait_Mean || {{ID|a1b1f }} || — ||
 
|-
 
|-
| CA_Trait_Peaceful || {{ID| a1b20}} || — ||
+
| CA_Trait_Peaceful || {{ID|a1b20}} || — ||
 
|-
 
|-
| CA_Trait_Violent || {{ID| a1b21}} || — ||
+
| CA_Trait_Violent || {{ID|a1b21}} || — ||
 
|-
 
|-
| CA_Affinity || {{ID| a1b80}} || — ||
+
| CA_Affinity || {{ID|a1b80}} || — ||
 
|-
 
|-
| CA_CurrentThreshold || {{ID| a1b81}} || — ||
+
| CA_CurrentThreshold || {{ID|a1b81}} || — ||
 
|-
 
|-
| CA_LastChangePositive || {{ID| a1b82}} || — ||
+
| CA_LastChangePositive || {{ID|a1b82}} || — ||
 
|-
 
|-
| CA_HighestReached || {{ID| a1b83}} || — ||
+
| CA_HighestReached || {{ID|a1b83}} || — ||
 
|-
 
|-
| CA_LowestReached || {{ID| a1b84}} || — ||
+
| CA_LowestReached || {{ID|a1b84}} || — ||
 
|-
 
|-
| CA_HighestThreshold || {{ID| a1b86}} || — ||
+
| CA_HighestThreshold || {{ID|a1b86}} || — ||
 
|-
 
|-
| CA_LowestThreshold || {{ID| a1b87}} || — ||
+
| CA_LowestThreshold || {{ID|a1b87}} || — ||
 
|-
 
|-
| CA_MurderSessionCount || {{ID| a2c4d }} || — ||
+
| CA_MurderSessionCount || {{ID|a2c4d }} || — ||
 
|-
 
|-
| CA_MurderSessionDay || {{ID| a2c4e }} || — ||
+
| CA_MurderSessionDay || {{ID|a2c4e }} || — ||
 
|-
 
|-
| CA_MurderSessionVictimCount || {{ID| a2c4f }} || — ||
+
| CA_MurderSessionVictimCount || {{ID|a2c4f }} || — ||
 
|-
 
|-
| WorkshopRatingCaravan || {{ID| a46fd }} || — ||
+
| WorkshopRatingCaravan || {{ID|a46fd }} || — ||
 
|-
 
|-
| WorkshopRatingFoodTypeCarrot || {{ID| a46ff }} || — ||
+
| WorkshopRatingFoodTypeCarrot || {{ID|a46ff }} || — ||
 
|-
 
|-
| WorkshopRatingFoodTypeCorn || {{ID| a4700}} || — ||
+
| WorkshopRatingFoodTypeCorn || {{ID|a4700}} || — ||
 
|-
 
|-
| WorkshopRatingFoodTypeGourd || {{ID| a4701}} || — ||
+
| WorkshopRatingFoodTypeGourd || {{ID|a4701}} || — ||
 
|-
 
|-
| WorkshopRatingFoodTypeMelon || {{ID| a4702}} || — ||
+
| WorkshopRatingFoodTypeMelon || {{ID|a4702}} || — ||
 
|-
 
|-
| WorkshopRatingFoodTypeMutfruit || {{ID| a4703}} || — ||
+
| WorkshopRatingFoodTypeMutfruit || {{ID|a4703}} || — ||
 
|-
 
|-
| WorkshopRatingFoodTypeRazorgrain || {{ID| a4704}} || — ||
+
| WorkshopRatingFoodTypeRazorgrain || {{ID|a4704}} || — ||
 
|-
 
|-
| WorkshopRatingFoodTypeTarberry || {{ID| a4705}} || — ||
+
| WorkshopRatingFoodTypeTarberry || {{ID|a4705}} || — ||
 
|-
 
|-
| WorkshopRatingFoodTypeTato || {{ID| a4706}} || — ||
+
| WorkshopRatingFoodTypeTato || {{ID|a4706}} || — ||
 
|-
 
|-
| REOfferToJoinWorkshop || {{ID| a56f8}} || — ||
+
| REOfferToJoinWorkshop || {{ID|a56f8}} || — ||
 
|-
 
|-
| WorkshopCaravanDestination || {{ID| a56f9}} || — ||
+
| WorkshopCaravanDestination || {{ID|a56f9}} || — ||
 
|-
 
|-
| MS19Infected || {{ID| a7981}} || — ||
+
| MS19Infected || {{ID|a7981}} || — ||
 
|-
 
|-
| MQ206Powered || {{ID| ab03c }} || — ||
+
| MQ206Powered || {{ID|ab03c }} || — ||
 
|-
 
|-
| MQ206SharedGrid || {{ID| ab03d }} || — ||
+
| MQ206SharedGrid || {{ID|ab03d }} || — ||
 
|-
 
|-
| REAssaultRole || {{ID| abea0}} || — ||
+
| REAssaultRole || {{ID|abea0}} || — ||
 
|-
 
|-
| RECampSC03DrethState || {{ID| abea2}} || — ||
+
| RECampSC03DrethState || {{ID|abea2}} || — ||
 
|-
 
|-
| RECheckpointRole || {{ID| ac504}} || — ||
+
| RECheckpointRole || {{ID|ac504}} || — ||
 
|-
 
|-
| GenericBrawlWinner || {{ID| ad3d4}} || — ||
+
| GenericBrawlWinner || {{ID|ad3d4}} || — ||
 
|-
 
|-
| GenericBrawlLoser || {{ID| ad3d5}} || — ||
+
| GenericBrawlLoser || {{ID|ad3d5}} || — ||
 
|-
 
|-
| ForceGreetOn || {{ID| ad3da }} || — ||
+
| ForceGreetOn || {{ID|ad3da }} || — ||
 
|-
 
|-
| MS16FahrenheitShield || {{ID| adc87}} || — ||
+
| MS16FahrenheitShield || {{ID|adc87}} || — ||
 
|-
 
|-
| MS16FahrenheitShieldDamage || {{ID| adc8c }} || — ||
+
| MS16FahrenheitShieldDamage || {{ID|adc8c }} || — ||
 
|-
 
|-
| SentryBotMaxHeatLevel || {{ID| b247b }} || — ||
+
| SentryBotMaxHeatLevel || {{ID|b247b }} || — ||
 
|-
 
|-
| REChokepointSC02State || {{ID| b40d2}} || — ||
+
| REChokepointSC02State || {{ID|b40d2}} || — ||
 
|-
 
|-
| FWIsAttacker || {{ID| b9635}} || — ||
+
| FWIsAttacker || {{ID|b9635}} || — ||
 
|-
 
|-
| DetectionMovementMod || {{ID| ba43c }} || — ||
+
| DetectionMovementMod || {{ID|ba43c }} || — ||
 
|-
 
|-
| FallingDamageMod || {{ID| ba43d }} || — ||
+
| FallingDamageMod || {{ID|ba43d }} || — ||
 
|-
 
|-
| ReduceLimbDamageMod || {{ID| ba43e }} || — ||
+
| ReduceLimbDamageMod || {{ID|ba43e }} || — ||
 
|-
 
|-
| MineTriggerRangeMod || {{ID| ba43f }} || — ||
+
| MineTriggerRangeMod || {{ID|ba43f }} || — ||
 
|-
 
|-
| ChemDurationMod || {{ID| ba447}} || — ||
+
| ChemDurationMod || {{ID|ba447}} || — ||
 
|-
 
|-
| MinDefendCastleAttackerPhase || {{ID| c2e4f }} || — ||
+
| MinDefendCastleAttackerPhase || {{ID|c2e4f }} || — ||
 
|-
 
|-
| WorkshopBellDistance || {{ID| c4441}} || — ||
+
| WorkshopBellDistance || {{ID|c4441}} || — ||
 
|-
 
|-
| Dogmeat_clickedPreMolerat || {{ID| c9b0e }} || — ||
+
| Dogmeat_clickedPreMolerat || {{ID|c9b0e }} || — ||
 
|-
 
|-
| WorkshopRatingPopulationSynths || {{ID| cff76}} || — ||
+
| WorkshopRatingPopulationSynths || {{ID|cff76}} || — ||
 
|-
 
|-
| DMP_ReleaseHoldPosition || {{ID| d97f3}} || — ||
+
| DMP_ReleaseHoldPosition || {{ID|d97f3}} || — ||
 
|-
 
|-
| TerminalVariable01 || {{ID| dce0f }} || — ||
+
| TerminalVariable01 || {{ID|dce0f }} || — ||
 
|-
 
|-
| FollowerForceGreetOn || {{ID| e1d04}} || — ||
+
| FollowerForceGreetOn || {{ID|e1d04}} || — ||
 
|-
 
|-
| MQ203HideMe || {{ID| e2b07}} || — ||
+
| MQ203HideMe || {{ID|e2b07}} || — ||
 
|-
 
|-
| DN049_InRelevantStore || {{ID| e5259}} || — ||
+
| DN049_InRelevantStore || {{ID|e5259}} || — ||
 
|-
 
|-
| HoldupAV || {{ID| e7726}} || — ||
+
| HoldupAV || {{ID|e7726}} || — ||
 
|-
 
|-
| DN049_Bake_Counter || {{ID| e9415}} || — ||
+
| DN049_Bake_Counter || {{ID|e9415}} || — ||
 
|-
 
|-
| elevatorDestinationFloor || {{ID| ec855}} || — ||
+
| elevatorDestinationFloor || {{ID|ec855}} || — ||
 
|-
 
|-
| HoldupCapsAV || {{ID| f3629}} || — ||
+
| HoldupCapsAV || {{ID|f3629}} || — ||
 
|-
 
|-
| HoldupCommandAV || {{ID| f362a }} || — ||
+
| HoldupCommandAV || {{ID|f362a }} || — ||
 
|-
 
|-
| HoldupFleeAV || {{ID| f362b }} || — ||
+
| HoldupFleeAV || {{ID|f362b }} || — ||
 
|-
 
|-
| ProtectronPodStatus || {{ID| f39e2}} || — ||
+
| ProtectronPodStatus || {{ID|f39e2}} || — ||
 
|-
 
|-
| DN084_DescentStartFloor || {{ID| f59d6}} || — ||
+
| DN084_DescentStartFloor || {{ID|f59d6}} || — ||
 
|-
 
|-
| DN084_DescentEndFloor || {{ID| f59d7}} || — ||
+
| DN084_DescentEndFloor || {{ID|f59d7}} || — ||
 
|-
 
|-
| CA_Custom || {{ID| f75e0}} || — ||
+
| CA_Custom || {{ID|f75e0}} || — ||
 
|-
 
|-
| CA_WantsToTalk || {{ID| fa86b }} || — ||
+
| CA_WantsToTalk || {{ID|fa86b }} || — ||
 
|-
 
|-
| CA_AffinitySceneToPlay || {{ID| fa875}} || — ||
+
| CA_AffinitySceneToPlay || {{ID|fa875}} || — ||
 
|-
 
|-
| FastTravelOverEncumbered || {{ID| 101cb8}} || — ||
+
| FastTravelOverEncumbered || {{ID|101cb8}} || — ||
 
|-
 
|-
| DN160_GhoulChargeToggle || {{ID| 101dd9}} || — ||
+
| DN160_GhoulChargeToggle || {{ID|101dd9}} || — ||
 
|-
 
|-
| MS09LorenzoStunned || {{ID| 10214a }} || — ||
+
| MS09LorenzoStunned || {{ID|10214a }} || — ||
 
|-
 
|-
| REVertibirdLandAirport || {{ID| 109868}} || — ||
+
| REVertibirdLandAirport || {{ID|109868}} || — ||
 
|-
 
|-
| vendorIncome || {{ID| 10c847}} || — ||
+
| vendorIncome || {{ID|10c847}} || — ||
 
|-
 
|-
| RentRoomAV || {{ID| 10c92e }} || — ||
+
| RentRoomAV || {{ID|10c92e }} || — ||
 
|-
 
|-
| VertibirdLand || {{ID| 110304}} || — ||
+
| VertibirdLand || {{ID|110304}} || — ||
 
|-
 
|-
| WorkshopGuardPreference || {{ID| 113342}} || — ||
+
| WorkshopGuardPreference || {{ID|113342}} || — ||
 
|-
 
|-
| WorkshopRatingBonusHappiness || {{ID| 12722c}} || — ||
+
| WorkshopRatingBonusHappiness || {{ID|12722c}} || — ||
 
|-
 
|-
| WorkshopRatingBrahmin || {{ID| 12722d}} || — ||
+
| WorkshopRatingBrahmin || {{ID|12722d}} || — ||
 
|-
 
|-
| WorkshopRatingDamageArtillery || {{ID| 12722e}} || — ||
+
| WorkshopRatingDamageArtillery || {{ID|12722e}} || — ||
 
|-
 
|-
| WorkshopRatingDamageCurrent || {{ID| 12722f}} || — ||
+
| WorkshopRatingDamageCurrent || {{ID|12722f}} || — ||
 
|-
 
|-
| WorkshopRatingDamageFood || {{ID| 127230}} || — ||
+
| WorkshopRatingDamageFood || {{ID|127230}} || — ||
 
|-
 
|-
| WorkshopRatingDamageMax || {{ID| 127231}} || — ||
+
| WorkshopRatingDamageMax || {{ID|127231}} || — ||
 
|-
 
|-
| WorkshopRatingDamagePopulation || {{ID| 127232}} || — ||
+
| WorkshopRatingDamagePopulation || {{ID|127232}} || — ||
 
|-
 
|-
| WorkshopRatingDamagePower || {{ID| 127233}} || — ||
+
| WorkshopRatingDamagePower || {{ID|127233}} || — ||
 
|-
 
|-
| WorkshopRatingDamageSafety || {{ID| 127234}} || — ||
+
| WorkshopRatingDamageSafety || {{ID|127234}} || — ||
 
|-
 
|-
| WorkshopRatingDamageWater || {{ID| 127235}} || — ||
+
| WorkshopRatingDamageWater || {{ID|127235}} || — ||
 
|-
 
|-
| WorkshopRatingFoodActual || {{ID| 127236}} || — ||
+
| WorkshopRatingFoodActual || {{ID|127236}} || — ||
 
|-
 
|-
| WorkshopRatingHappinessModifier || {{ID| 127237}} || — ||
+
| WorkshopRatingHappinessModifier || {{ID|127237}} || — ||
 
|-
 
|-
| WorkshopRatingHappinessTarget || {{ID| 127238}} || — ||
+
| WorkshopRatingHappinessTarget || {{ID|127238}} || — ||
 
|-
 
|-
| WorkshopRatingLastAttackDaysSince || {{ID| 127239}} || — ||
+
| WorkshopRatingLastAttackDaysSince || {{ID|127239}} || — ||
 
|-
 
|-
| WorkshopRatingLastAttackFaction || {{ID| 12723a}} || — ||
+
| WorkshopRatingLastAttackFaction || {{ID|12723a}} || — ||
 
|-
 
|-
| WorkshopRatingMissingBeds || {{ID| 12723b}} || — ||
+
| WorkshopRatingMissingBeds || {{ID|12723b}} || — ||
 
|-
 
|-
| WorkshopRatingMissingFood || {{ID| 12723c}} || — ||
+
| WorkshopRatingMissingFood || {{ID|12723c}} || — ||
 
|-
 
|-
| WorkshopRatingMissingWater || {{ID| 12723d}} || — ||
+
| WorkshopRatingMissingWater || {{ID|12723d}} || — ||
 
|-
 
|-
| WorkshopRatingPopulation || {{ID| 12723e}} || — ||
+
| WorkshopRatingPopulation || {{ID|12723e}} || — ||
 
|-
 
|-
| WorkshopRatingPopulationRobots || {{ID| 12723f}} || — ||
+
| WorkshopRatingPopulationRobots || {{ID|12723f}} || — ||
 
|-
 
|-
| WorkshopRatingPopulationUnassigned || {{ID| 127240}} || — ||
+
| WorkshopRatingPopulationUnassigned || {{ID|127240}} || — ||
 
|-
 
|-
| WorkshopRatingRadio || {{ID| 127241}} || — ||
+
| WorkshopRatingRadio || {{ID|127241}} || — ||
 
|-
 
|-
| WorkshopRatingTotalBonusHappiness || {{ID| 127242}} || — ||
+
| WorkshopRatingTotalBonusHappiness || {{ID|127242}} || — ||
 
|-
 
|-
| WorkshopRatingTotalFood || {{ID| 127243}} || — ||
+
| WorkshopRatingTotalFood || {{ID|127243}} || — ||
 
|-
 
|-
| WorkshopRatingTotalPower || {{ID| 127244}} || — ||
+
| WorkshopRatingTotalPower || {{ID|127244}} || — ||
 
|-
 
|-
| WorkshopRatingTotalSafety || {{ID| 127245}} || — ||
+
| WorkshopRatingTotalSafety || {{ID|127245}} || — ||
 
|-
 
|-
| WorkshopRatingTotalWater || {{ID| 127246}} || — ||
+
| WorkshopRatingTotalWater || {{ID|127246}} || — ||
 
|-
 
|-
| WorkshopRatingVendorIncome || {{ID| 127247}} || — ||
+
| WorkshopRatingVendorIncome || {{ID|127247}} || — ||
 
|-
 
|-
| WorkshopRatingHappiness || {{ID| 129157}} || — ||
+
| WorkshopRatingHappiness || {{ID|129157}} || — ||
 
|-
 
|-
| WorkshopResourceObject || {{ID| 129a8c }} || — ||
+
| WorkshopResourceObject || {{ID|129a8c }} || — ||
 
|-
 
|-
| overheating || {{ID| 12a935}} || — ||
+
| overheating || {{ID|12a935}} || — ||
 
|-
 
|-
| DN035_ReserveRacersReleased || {{ID| 13cb4e }} || — ||
+
| DN035_ReserveRacersReleased || {{ID|13cb4e }} || — ||
 
|-
 
|-
| CA_IsRomantic || {{ID| 148df6}} || — ||
+
| CA_IsRomantic || {{ID|148df6}} || — ||
 
|-
 
|-
| CA_IsRomanceableNow || {{ID| 148f8d }} || — ||
+
| CA_IsRomanceableNow || {{ID|148f8d }} || — ||
 
|-
 
|-
| crRangedDmg || {{ID| 1504fb }} || — ||
+
| crRangedDmg || {{ID|1504fb }} || — ||
 
|-
 
|-
| PABatteryDamageRate || {{ID| 15a8b2}} || — ||
+
| PABatteryDamageRate || {{ID|15a8b2}} || — ||
 
|-
 
|-
| TeleportRefCollOptionalRequired || {{ID| 1642a4}} || — ||
+
| TeleportRefCollOptionalRequired || {{ID|1642a4}} || — ||
 
|-
 
|-
| TeleportRefCollOnLoad || {{ID| 1642a5}} || — ||
+
| TeleportRefCollOnLoad || {{ID|1642a5}} || — ||
 
|-
 
|-
| ValentineFailedToHack || {{ID| 1694e6}} || — ||
+
| ValentineFailedToHack || {{ID|1694e6}} || — ||
 
|-
 
|-
| MinDefendCastleAttackFromSouth || {{ID| 16961b }} || — ||
+
| MinDefendCastleAttackFromSouth || {{ID|16961b }} || — ||
 
|-
 
|-
| HasItemForPlayer || {{ID| 16fbc6}} || — ||
+
| HasItemForPlayer || {{ID|16fbc6}} || — ||
 
|-
 
|-
| WorkshopAttackSAEFaction || {{ID| 176339}} || — ||
+
| WorkshopAttackSAEFaction || {{ID|176339}} || — ||
 
|-
 
|-
| Inst307Fight_InPeremiterZone || {{ID| 17846b }} || — ||
+
| Inst307Fight_InPeremiterZone || {{ID|17846b }} || — ||
 
|-
 
|-
| ArmorBlockPercent || {{ID| 18330e }} || — ||
+
| ArmorBlockPercent || {{ID|18330e }} || — ||
 
|-
 
|-
| ArmorShadowHide || {{ID| 183312}} || — ||
+
| ArmorShadowHide || {{ID|183312}} || — ||
 
|-
 
|-
| ArmorQuietMod || {{ID| 183316}} || — ||
+
| ArmorQuietMod || {{ID|183316}} || — ||
 
|-
 
|-
| Inst307Fight_AllowTowerCombat || {{ID| 1868bb }} || — ||
+
| Inst307Fight_AllowTowerCombat || {{ID|1868bb }} || — ||
 
|-
 
|-
| MirelurkQueenActiveSpawn || {{ID| 18afb3}} || — ||
+
| MirelurkQueenActiveSpawn || {{ID|18afb3}} || — ||
 
|-
 
|-
| WorkshopPlayerLostControl || {{ID| 18bcc2}} || — ||
+
| WorkshopPlayerLostControl || {{ID|18bcc2}} || — ||
 
|-
 
|-
| MinPrestonChat || {{ID| 18bcc3}} || — ||
+
| MinPrestonChat || {{ID|18bcc3}} || — ||
 
|-
 
|-
| Freeze || {{ID| 18c355}} || — ||
+
| Freeze || {{ID|18c355}} || — ||
 
|-
 
|-
| RR101_TourbotState || {{ID| 19d073}} || — ||
+
| RR101_TourbotState || {{ID|19d073}} || — ||
 
|-
 
|-
| MS09LorenzoSerumUse || {{ID| 1a7343}} || — ||
+
| MS09LorenzoSerumUse || {{ID|1a7343}} || — ||
 
|-
 
|-
| REFactionShared_IsAttacker || {{ID| 1aee94}} || — ||
+
| REFactionShared_IsAttacker || {{ID|1aee94}} || — ||
 
|-
 
|-
| MirelurkQueenClimbOverride1 || {{ID| 1b3bf8}} || — ||
+
| MirelurkQueenClimbOverride1 || {{ID|1b3bf8}} || — ||
 
|-
 
|-
| Incendiary || {{ID| 1b88d8}} || — ||
+
| Incendiary || {{ID|1b88d8}} || — ||
 
|-
 
|-
| WorkshopFastTravel || {{ID| 1bddba }} || — ||
+
| WorkshopFastTravel || {{ID|1bddba }} || — ||
 
|-
 
|-
| HoldupFrenzyAV || {{ID| 1c5050}} || — ||
+
| HoldupFrenzyAV || {{ID|1c5050}} || — ||
 
|-
 
|-
| ProtectronPersonalityValue || {{ID| 1c5a31}} || — ||
+
| ProtectronPersonalityValue || {{ID|1c5a31}} || — ||
 
|-
 
|-
| PADamageMult || {{ID| 1c87d2}} || — ||
+
| PADamageMult || {{ID|1c87d2}} || — ||
 
|-
 
|-
| SpawnedLegendaryItem || {{ID| 1cd0aa }} || — ||
+
| SpawnedLegendaryItem || {{ID|1cd0aa }} || — ||
 
|-
 
|-
| RoboticsExpertTargetConscious || {{ID| 1cf28a }} || — ||
+
| RoboticsExpertTargetConscious || {{ID|1cf28a }} || — ||
 
|-
 
|-
| WorkshopRatingMissingSafety || {{ID| 1e3272}} || — ||
+
| WorkshopRatingMissingSafety || {{ID|1e3272}} || — ||
 
|-
 
|-
| MirelurkKingCanCloak || {{ID| 1e4504}} || — ||
+
| MirelurkKingCanCloak || {{ID|1e4504}} || — ||
 
|-
 
|-
| HoldupExplosionAV || {{ID| 1e5f9b }} || — ||
+
| HoldupExplosionAV || {{ID|1e5f9b }} || — ||
 
|-
 
|-
| LGND_PerkAV50 || {{ID| 1e6851}} || — ||
+
| LGND_PerkAV50 || {{ID|1e6851}} || — ||
 
|-
 
|-
| LGND_PerkAV300 || {{ID| 1e6d6e }} || — ||
+
| LGND_PerkAV300 || {{ID|1e6d6e }} || — ||
 
|-
 
|-
| AddictionCount || {{ID| 1eb998}} || — ||
+
| AddictionCount || {{ID|1eb998}} || — ||
 
|-
 
|-
| LGND_WeaponConsecutiveHits || {{ID| 1ef483}} || — ||
+
| LGND_WeaponConsecutiveHits || {{ID|1ef483}} || — ||
 
|-
 
|-
| LGND_WeaponAV || {{ID| 1ef5d9}} || — ||
+
| LGND_WeaponAV || {{ID|1ef5d9}} || — ||
 
|-
 
|-
| RoboticsExpertTargetCanSelfDestruct || {{ID| 1f1a79}} || — ||
+
| RoboticsExpertTargetCanSelfDestruct || {{ID|1f1a79}} || — ||
 
|-
 
|-
| LGND_LessDmgAnimals || {{ID| 1f1d69}} || — ||
+
| LGND_LessDmgAnimals || {{ID|1f1d69}} || — ||
 
|-
 
|-
| LGND_LessDmgGhouls || {{ID| 1f1dec }} || — ||
+
| LGND_LessDmgGhouls || {{ID|1f1dec }} || — ||
 
|-
 
|-
| LGND_LessDmgHumans || {{ID| 1f1df0}} || — ||
+
| LGND_LessDmgHumans || {{ID|1f1df0}} || — ||
 
|-
 
|-
| LGND_LessDmgSupermutants || {{ID| 1f1df2}} || — ||
+
| LGND_LessDmgSupermutants || {{ID|1f1df2}} || — ||
 
|-
 
|-
| LGND_LessFallDamage || {{ID| 1f1df6}} || — ||
+
| LGND_LessFallDamage || {{ID|1f1df6}} || — ||
 
|-
 
|-
| LGND_ArmorDisarm || {{ID| 1f1df8}} || — ||
+
| LGND_ArmorDisarm || {{ID|1f1df8}} || — ||
 
|-
 
|-
| LGND_LockPickSweetSpot || {{ID| 1f3a48}} || — ||
+
| LGND_LockPickSweetSpot || {{ID|1f3a48}} || — ||
 
|-
 
|-
| LGND_LessDmgBlockSprint || {{ID| 1f3cab }} || — ||
+
| LGND_LessDmgBlockSprint || {{ID|1f3cab }} || — ||
 
|-
 
|-
| WorkshopTerminalLightColor || {{ID| 1f57d2}} || — ||
+
| WorkshopTerminalLightColor || {{ID|1f57d2}} || — ||
 
|-
 
|-
| WorkshopTerminalTimerIntervalType || {{ID| 1f57d5}} || — ||
+
| WorkshopTerminalTimerIntervalType || {{ID|1f57d5}} || — ||
 
|-
 
|-
| LGND_LessDmgStandStill || {{ID| 1f57e5}} || — ||
+
| LGND_LessDmgStandStill || {{ID|1f57e5}} || — ||
 
|-
 
|-
| LGND_Frenzied || {{ID| 1f6ad7}} || — ||
+
| LGND_Frenzied || {{ID|1f6ad7}} || — ||
 
|-
 
|-
| LGND_LessDmgBugs || {{ID| 1f81e5}} || — ||
+
| LGND_LessDmgBugs || {{ID|1f81e5}} || — ||
 
|-
 
|-
| LGND_LessDmgRobots || {{ID| 1f81e6}} || — ||
+
| LGND_LessDmgRobots || {{ID|1f81e6}} || — ||
 
|-
 
|-
| PARadResistMult || {{ID| 203a3a }} || — ||
+
| PARadResistMult || {{ID|203a3a }} || — ||
 
|-
 
|-
| HoldupImmuneAV || {{ID| 2049b5}} || — ||
+
| HoldupImmuneAV || {{ID|2049b5}} || — ||
 
|-
 
|-
| POIS21_DogState || {{ID| 20618d }} || — ||
+
| POIS21_DogState || {{ID|20618d }} || — ||
 
|-
 
|-
| IgnoreExplosionKnockdown || {{ID| 20a24e }} || — ||
+
| IgnoreExplosionKnockdown || {{ID|20a24e }} || — ||
 
|-
 
|-
| PA_OptimizedServos_AV || {{ID| 20d96e }} || — ||
+
| PA_OptimizedServos_AV || {{ID|20d96e }} || — ||
 
|-
 
|-
| PA_RustyKnuckles_AV || {{ID| 20d96f }} || — ||
+
| PA_RustyKnuckles_AV || {{ID|20d96f }} || — ||
 
|-
 
|-
| WorkshopLightboxCycling || {{ID| 210b6f }} || — ||
+
| WorkshopLightboxCycling || {{ID|210b6f }} || — ||
 
|-
 
|-
| WorkshopLightboxCyclingType || {{ID| 210c75}} || — ||
+
| WorkshopLightboxCyclingType || {{ID|210c75}} || — ||
 
|-
 
|-
| WorkshopTerminalLightBrightness || {{ID| 210c77}} || — ||
+
| WorkshopTerminalLightBrightness || {{ID|210c77}} || — ||
 
|-
 
|-
| WorkshopActorFlee || {{ID| 214027}} || — ||
+
| WorkshopActorFlee || {{ID|214027}} || — ||
 
|-
 
|-
| WorkshopTerminalSpeakerOctave || {{ID| 2154ba }} || — ||
+
| WorkshopTerminalSpeakerOctave || {{ID|2154ba }} || — ||
 
|-
 
|-
| WorkshopTerminalSpeakerPitch || {{ID| 2154bb }} || — ||
+
| WorkshopTerminalSpeakerPitch || {{ID|2154bb }} || — ||
 
|-
 
|-
| CA_WantsToTalkRomanceRetry || {{ID| 215dd3}} || — ||
+
| CA_WantsToTalkRomanceRetry || {{ID|215dd3}} || — ||
 
|-
 
|-
| FollowerEndgameForceGreetOn || {{ID| 218f37}} || — ||
+
| FollowerEndgameForceGreetOn || {{ID|218f37}} || — ||
 
|-
 
|-
| MQ302Companion || {{ID| 218f39}} || — ||
+
| MQ302Companion || {{ID|218f39}} || — ||
 
|-
 
|-
| MiscStatRobotHasBeenDisabled || {{ID| 21a175}} || — ||
+
| MiscStatRobotHasBeenDisabled || {{ID|21a175}} || — ||
 
|-
 
|-
| CA_WantsToTalkMurder || {{ID| 21bdff }} || — ||
+
| CA_WantsToTalkMurder || {{ID|21bdff }} || — ||
 
|-
 
|-
| DestroyBOSCompanion || {{ID| 22333a }} || — ||
+
| DestroyBOSCompanion || {{ID|22333a }} || — ||
 
|-
 
|-
| WorkshopPlacementRestrictToWaterAV || {{ID| 2233cb }} || — ||
+
| WorkshopPlacementRestrictToWaterAV || {{ID|2233cb }} || — ||
 
|-
 
|-
| WorkshopPlacementRestrictToDirtAV || {{ID| 2233cc }} || — ||
+
| WorkshopPlacementRestrictToDirtAV || {{ID|2233cc }} || — ||
 
|-
 
|-
| WorkshopPlacementAllowWaterAV || {{ID| 2233cd }} || — ||
+
| WorkshopPlacementAllowWaterAV || {{ID|2233cd }} || — ||
 
|-
 
|-
| PA_OptimizedBracers_AV || {{ID| 22b645}} || — ||
+
| PA_OptimizedBracers_AV || {{ID|22b645}} || — ||
 
|-
 
|-
| PA_KineticServos_AV || {{ID| 22b646}} || — ||
+
| PA_KineticServos_AV || {{ID|22b646}} || — ||
 
|-
 
|-
| WorkshopSpotlightTarget || {{ID| 22bf7c }} || — ||
+
| WorkshopSpotlightTarget || {{ID|22bf7c }} || — ||
 
|-
 
|-
| PA_OverdriveServos_AV || {{ID| 230599}} || — ||
+
| PA_OverdriveServos_AV || {{ID|230599}} || — ||
 
|-
 
|-
| AO_Comp_Bar_Whitechapel || {{ID| 231d9f }} || — ||
+
| AO_Comp_Bar_Whitechapel || {{ID|231d9f }} || — ||
 
|-
 
|-
| AO_Comp_Bar_Cooke || {{ID| 231da0}} || — ||
+
| AO_Comp_Bar_Cooke || {{ID|231da0}} || — ||
 
|-
 
|-
| AO_Comp_Bar_Deezer || {{ID| 231da1}} || — ||
+
| AO_Comp_Bar_Deezer || {{ID|231da1}} || — ||
 
|-
 
|-
| AO_Comp_Bar_Savoldi || {{ID| 231da2}} || — ||
+
| AO_Comp_Bar_Savoldi || {{ID|231da2}} || — ||
 
|-
 
|-
| AO_Comp_Bar_Takahashi || {{ID| 231da3}} || — ||
+
| AO_Comp_Bar_Takahashi || {{ID|231da3}} || — ||
 
|-
 
|-
| AO_Comp_Bar_Vadim || {{ID| 231da4}} || — ||
+
| AO_Comp_Bar_Vadim || {{ID|231da4}} || — ||
 
|-
 
|-
| AO_Comp_Bar_Wellingham || {{ID| 231da5}} || — ||
+
| AO_Comp_Bar_Wellingham || {{ID|231da5}} || — ||
 
|-
 
|-
| WorkshopActorAssigned || {{ID| 23830c }} || — ||
+
| WorkshopActorAssigned || {{ID|23830c }} || — ||
 
|-
 
|-
| WorkshopFloraHarvestTime || {{ID| 23830e }} || — ||
+
| WorkshopFloraHarvestTime || {{ID|23830e }} || — ||
 
|-
 
|-
| PA_ShockDmg_AV || {{ID| 239eba }} || — ||
+
| PA_ShockDmg_AV || {{ID|239eba }} || — ||
 
|-
 
|-
| PA_Charisma_AV || {{ID| 23c9df }} || — ||
+
| PA_Charisma_AV || {{ID|23c9df }} || — ||
 
|-
 
|-
| PA_Agility_AV || {{ID| 23c9e0}} || — ||
+
| PA_Agility_AV || {{ID|23c9e0}} || — ||
 
|-
 
|-
| PA_Perception_AV || {{ID| 23c9e1}} || — ||
+
| PA_Perception_AV || {{ID|23c9e1}} || — ||
 
|-
 
|-
| PA_Strength_AV || {{ID| 23c9e2}} || — ||
+
| PA_Strength_AV || {{ID|23c9e2}} || — ||
 
|-
 
|-
| PA_Intelligence_AV || {{ID| 23c9e3}} || — ||
+
| PA_Intelligence_AV || {{ID|23c9e3}} || — ||
 
|-
 
|-
| PA_Luck_AV || {{ID| 23c9e4}} || — ||
+
| PA_Luck_AV || {{ID|23c9e4}} || — ||
 
|-
 
|-
| PA_Endurance_AV || {{ID| 23c9e5}} || — ||
+
| PA_Endurance_AV || {{ID|23c9e5}} || — ||
 
|-
 
|-
| AddictionMedX || {{ID| 245ac5}} || — ||
+
| AddictionMedX || {{ID|245ac5}} || — ||
 
|-
 
|-
| PA_Explosives_AV || {{ID| 245b87}} || — ||
+
| PA_Explosives_AV || {{ID|245b87}} || — ||
 
|-
 
|-
| Mod_Brawler_AV || {{ID| 245b9c}} || — ||
+
| Mod_Brawler_AV || {{ID|245b9c}} || — ||
 
|-
 
|-
| Mod_IgnoreArmor_AV || {{ID| 245ba4}} || — ||
+
| Mod_IgnoreArmor_AV || {{ID|245ba4}} || — ||
 
|-
 
|-
| Mod_Stabilized_AV || {{ID| 245bc6}} || — ||
+
| Mod_Stabilized_AV || {{ID|245bc6}} || — ||
 
|-
 
|-
| Mod_ReducedPowerAttack_AV || {{ID| 245bdb}} || — ||
+
| Mod_ReducedPowerAttack_AV || {{ID|245bdb}} || — ||
 
|-
 
|-
| Mod_StealthMove_AV || {{ID| 245beb}} || — ||
+
| Mod_StealthMove_AV || {{ID|245beb}} || — ||
 
|-
 
|-
| AddictionAlcohol || {{ID| 245ef1}} || — ||
+
| AddictionAlcohol || {{ID|245ef1}} || — ||
 
|-
 
|-
| AddictionMentats || {{ID| 245ef3}} || — ||
+
| AddictionMentats || {{ID|245ef3}} || — ||
 
|-
 
|-
| AddictionBuffout || {{ID| 245ef8}} || — ||
+
| AddictionBuffout || {{ID|245ef8}} || — ||
 
|-
 
|-
| AddictionPsycho || {{ID| 245efa}} || — ||
+
| AddictionPsycho || {{ID|245efa}} || — ||
 
|-
 
|-
| AddictionXCell || {{ID| 245efc}} || — ||
+
| AddictionXCell || {{ID|245efc}} || — ||
 
|-
 
|-
| AddictionDaddyO || {{ID| 245eff}} || — ||
+
| AddictionDaddyO || {{ID|245eff}} || — ||
 
|-
 
|-
| AddictionDaytripper || {{ID| 245f02}} || — ||
+
| AddictionDaytripper || {{ID|245f02}} || — ||
 
|-
 
|-
| AddictionJet || {{ID| 245f05}} || — ||
+
| AddictionJet || {{ID|245f05}} || — ||
 
|-
 
|-
| AddictionOverdrive || {{ID| 245f09}} || — ||
+
| AddictionOverdrive || {{ID|245f09}} || — ||
 
|-
 
|-
| AddictionBuzzBites || {{ID| 24615b}} || — ||
+
| AddictionBuzzBites || {{ID|24615b}} || — ||
 
|-
 
|-
| AddictionLorenzoSerum || {{ID| 24615f}} || — ||
+
| AddictionLorenzoSerum || {{ID|24615f}} || — ||
 
|-
 
|-
| AddictionCalmex || {{ID| 246bf5}} || — ||
+
| AddictionCalmex || {{ID|246bf5}} || — ||
 
|-
 
|-
| AddictionFury || {{ID| 246bfe}} || — ||
+
| AddictionFury || {{ID|246bfe}} || — ||
 
|-
 
|-
| PA_Unarmed_AV || {{ID| 248491}} || — ||
+
| PA_Unarmed_AV || {{ID|248491}} || — ||
 
|-
 
|-
| CCE_TestCompanionChatEvent || {{ID| 2486ec}} || — ||
+
| CCE_TestCompanionChatEvent || {{ID|2486ec}} || — ||
 
|-
 
|-
| COMQC_MQ104RescueNickAV || {{ID| 2488ca}} || — ||
+
| COMQC_MQ104RescueNickAV || {{ID|2488ca}} || — ||
 
|-
 
|-
| COMQC_MQ106KelloggHuntAV || {{ID| 2488cb}} || — ||
+
| COMQC_MQ106KelloggHuntAV || {{ID|2488cb}} || — ||
 
|-
 
|-
| COMQC_MQ106KelloggDeadAV || {{ID| 2488cc}} || — ||
+
| COMQC_MQ106KelloggDeadAV || {{ID|2488cc}} || — ||
 
|-
 
|-
| COMQC_MQ201PrydwenArrivedAV || {{ID| 2488cd}} || — ||
+
| COMQC_MQ201PrydwenArrivedAV || {{ID|2488cd}} || — ||
 
|-
 
|-
| COMQC_MQ202AmariDenAV || {{ID| 2488ce}} || — ||
+
| COMQC_MQ202AmariDenAV || {{ID|2488ce}} || — ||
 
|-
 
|-
| COMQC_MQ204DenDoneAV || {{ID| 2488cf}} || — ||
+
| COMQC_MQ204DenDoneAV || {{ID|2488cf}} || — ||
 
|-
 
|-
| COMQC_MQ204VirgilAV || {{ID| 2488d0}} || — ||
+
| COMQC_MQ204VirgilAV || {{ID|2488d0}} || — ||
 
|-
 
|-
| COMQC_MQ206HaveChipAV || {{ID| 2488d1}} || — ||
+
| COMQC_MQ206HaveChipAV || {{ID|2488d1}} || — ||
 
|-
 
|-
| COMQC_MQ206TeleporterBuildAV || {{ID| 2488d2}} || — ||
+
| COMQC_MQ206TeleporterBuildAV || {{ID|2488d2}} || — ||
 
|-
 
|-
| COMQC_MQ206BackFromInstituteAV || {{ID| 2488d3}} || — ||
+
| COMQC_MQ206BackFromInstituteAV || {{ID|2488d3}} || — ||
 
|-
 
|-
| COMQC_MQ302InstituteDestroyedAV || {{ID| 2488d4}} || — ||
+
| COMQC_MQ302InstituteDestroyedAV || {{ID|2488d4}} || — ||
 
|-
 
|-
| COMQC_PrydwenDestroyedByRRAV || {{ID| 2488d5}} || — ||
+
| COMQC_PrydwenDestroyedByRRAV || {{ID|2488d5}} || — ||
 
|-
 
|-
| COMQC_PrydwenDestroyedByInstituteAV || {{ID| 2488d6}} || — ||
+
| COMQC_PrydwenDestroyedByInstituteAV || {{ID|2488d6}} || — ||
 
|-
 
|-
| COMQC_PrydwenDestroyedByMMAV || {{ID| 2488d7}} || — ||
+
| COMQC_PrydwenDestroyedByMMAV || {{ID|2488d7}} || — ||
 
|-
 
|-
| COMQC_RR101StartTrailAV || {{ID| 2488d8}} || — ||
+
| COMQC_RR101StartTrailAV || {{ID|2488d8}} || — ||
 
|-
 
|-
| COMQC_RR101MetDesdemonaNoJoinAV || {{ID| 2488d9}} || — ||
+
| COMQC_RR101MetDesdemonaNoJoinAV || {{ID|2488d9}} || — ||
 
|-
 
|-
| COMQC_RR102JoinedRRAV || {{ID| 2488da}} || — ||
+
| COMQC_RR102JoinedRRAV || {{ID|2488da}} || — ||
 
|-
 
|-
| COMQC_RR102AtSwitchboardAV || {{ID| 2488db}} || — ||
+
| COMQC_RR102AtSwitchboardAV || {{ID|2488db}} || — ||
 
|-
 
|-
| COMQC_RR302RepelBoSAtHQAV || {{ID| 2488dc}} || — ||
+
| COMQC_RR302RepelBoSAtHQAV || {{ID|2488dc}} || — ||
 
|-
 
|-
| COMQC_RR302PrepVBirdAV || {{ID| 2488dd}} || — ||
+
| COMQC_RR302PrepVBirdAV || {{ID|2488dd}} || — ||
 
|-
 
|-
| COMQC_RRMQ302BoSDeadAttackInstituteAV || {{ID| 2488de}} || — ||
+
| COMQC_RRMQ302BoSDeadAttackInstituteAV || {{ID|2488de}} || — ||
 
|-
 
|-
| COMQC_BoS100HelpAtPDAV || {{ID| 2488df}} || — ||
+
| COMQC_BoS100HelpAtPDAV || {{ID|2488df}} || — ||
 
|-
 
|-
| COMQC_BoS101ArcJetDoneAV || {{ID| 2488e0}} || — ||
+
| COMQC_BoS101ArcJetDoneAV || {{ID|2488e0}} || — ||
 
|-
 
|-
| COMQC_BoS200JoinedBoSAV || {{ID| 2488e1}} || — ||
+
| COMQC_BoS200JoinedBoSAV || {{ID|2488e1}} || — ||
 
|-
 
|-
| COMQC_BoS202FortStrongClearedAV || {{ID| 2488e2}} || — ||
+
| COMQC_BoS202FortStrongClearedAV || {{ID|2488e2}} || — ||
 
|-
 
|-
| COMQC_BoS301BuildPrimeBeginsAV || {{ID| 2488e3}} || — ||
+
| COMQC_BoS301BuildPrimeBeginsAV || {{ID|2488e3}} || — ||
 
|-
 
|-
| COMQC_BoS302DanseIsSynthAV || {{ID| 2488e4}} || — ||
+
| COMQC_BoS302DanseIsSynthAV || {{ID|2488e4}} || — ||
 
|-
 
|-
| COMQC_BoS302DanseDiedAV || {{ID| 2488e5}} || — ||
+
| COMQC_BoS302DanseDiedAV || {{ID|2488e5}} || — ||
 
|-
 
|-
| COMQC_BoS302DanseLivedAV || {{ID| 2488e6}} || — ||
+
| COMQC_BoS302DanseLivedAV || {{ID|2488e6}} || — ||
 
|-
 
|-
| COMQC_BoS302BRRDestroyedAV || {{ID| 2488e7}} || — ||
+
| COMQC_BoS302BRRDestroyedAV || {{ID|2488e7}} || — ||
 
|-
 
|-
| COMQC_BoS303GettingAgitatorAV || {{ID| 2488e8}} || — ||
+
| COMQC_BoS303GettingAgitatorAV || {{ID|2488e8}} || — ||
 
|-
 
|-
| COMQC_BoS304LibertyPrimeUnleashedAV || {{ID| 2488e9}} || — ||
+
| COMQC_BoS304LibertyPrimeUnleashedAV || {{ID|2488e9}} || — ||
 
|-
 
|-
| COMQC_Inst301AssaultLibertaliaAV || {{ID| 2488ea}} || — ||
+
| COMQC_Inst301AssaultLibertaliaAV || {{ID|2488ea}} || — ||
 
|-
 
|-
| COMQC_Inst302AssaultedBunkerHillAV || {{ID| 2488eb}} || — ||
+
| COMQC_Inst302AssaultedBunkerHillAV || {{ID|2488eb}} || — ||
 
|-
 
|-
| COMQC_InstMassFusionBoSEnemyAV || {{ID| 2488ec}} || — ||
+
| COMQC_InstMassFusionBoSEnemyAV || {{ID|2488ec}} || — ||
 
|-
 
|-
| COMQC_InstVsMinRecruitedCivilianAV || {{ID| 2488ed}} || — ||
+
| COMQC_InstVsMinRecruitedCivilianAV || {{ID|2488ed}} || — ||
 
|-
 
|-
| COMQC_Inst305ReactorOnlineAV || {{ID| 2488ee}} || — ||
+
| COMQC_Inst305ReactorOnlineAV || {{ID|2488ee}} || — ||
 
|-
 
|-
| COMQC_Inst306RRDestroyedAV || {{ID| 2488ef}} || — ||
+
| COMQC_Inst306RRDestroyedAV || {{ID|2488ef}} || — ||
 
|-
 
|-
| COMQC_Inst307InstituteWinsAV || {{ID| 2488f0}} || — ||
+
| COMQC_Inst307InstituteWinsAV || {{ID|2488f0}} || — ||
 
|-
 
|-
| COMQC_Min00KilledDeathclawAV || {{ID| 2488f1}} || — ||
+
| COMQC_Min00KilledDeathclawAV || {{ID|2488f1}} || — ||
 
|-
 
|-
| COMQC_Min02AttackCastleAV || {{ID| 2488f2}} || — ||
+
| COMQC_Min02AttackCastleAV || {{ID|2488f2}} || — ||
 
|-
 
|-
| COMQC_Min02CourtyardCleardedAV || {{ID| 2488f3}} || — ||
+
| COMQC_Min02CourtyardCleardedAV || {{ID|2488f3}} || — ||
 
|-
 
|-
| COMQC_Min02MirelurkQueenDeadAV || {{ID| 2488f4}} || — ||
+
| COMQC_Min02MirelurkQueenDeadAV || {{ID|2488f4}} || — ||
 
|-
 
|-
| COMQC_Min03ShawKnowsTheWayAV || {{ID| 2488f5}} || — ||
+
| COMQC_Min03ShawKnowsTheWayAV || {{ID|2488f5}} || — ||
 
|-
 
|-
| COMQC_Min03EnteredArmoryAV || {{ID| 2488f6}} || — ||
+
| COMQC_Min03EnteredArmoryAV || {{ID|2488f6}} || — ||
 
|-
 
|-
| COMQC_Min03ArtilleryFiredAV || {{ID| 2488f7}} || — ||
+
| COMQC_Min03ArtilleryFiredAV || {{ID|2488f7}} || — ||
 
|-
 
|-
| WorkshopActorAlert || {{ID| 24974a}} || — ||
+
| WorkshopActorAlert || {{ID|24974a}} || — ||
 
|-
 
|-
| WorkshopOverrideXYBounds || {{ID| 249d41}} || — ||
+
| WorkshopOverrideXYBounds || {{ID|249d41}} || — ||
 
|}
 
|}
   
Line 1,564: Line 1,574:
 
For those with the [[Far_Harbor_(add-on)|Far Harbor DLC]], you can replace {{ID|00020593}} with {{DLC ID|01054D}} to spawn the Far Harbor variant of a settler. This settler will have different randomized looks from the Commonwealth settlers and will have generic dialogue specific to Far Harbor. The xx is based off the load order - 01 if Far Harbor is the first loaded add-on, 02 if the second, etc. If this fails, replace the xx with 10, 20, 30, etc, depending on the load order.
 
For those with the [[Far_Harbor_(add-on)|Far Harbor DLC]], you can replace {{ID|00020593}} with {{DLC ID|01054D}} to spawn the Far Harbor variant of a settler. This settler will have different randomized looks from the Commonwealth settlers and will have generic dialogue specific to Far Harbor. The xx is based off the load order - 01 if Far Harbor is the first loaded add-on, 02 if the second, etc. If this fails, replace the xx with 10, 20, 30, etc, depending on the load order.
   
{{console|arg1=player.placeatme|arg2=c1aeb}} - will let you place a workbench anywhere that can be used to build a settlement. Note: Currently there is no known way to get settlers to move to your new settlement (other than sending them from another settlement). To start building it is necessary to activate godmode {{console|tgm}} after placing the Workbench. if placed by enemies kill all surrounding enemies, you can sometimes get the placed work bench to work with out going into godmode.
+
{{console|arg1=player.placeatme|arg2=c1aeb}} - will let you place a workbench anywhere that can be used to build a settlement. Note: Currently there is no known way to get settlers to move to your new settlement (other than sending them from another settlement). To start building it is necessary to activate god mode ({{console|tgm}}) after placing the Workbench. If placed near enemies, kill all surrounding enemies. You can sometimes get the placed workbench to work without going into god mode.
   
 
{{console|setpv bCommandable 1}} - This should allow you to be able to command a settler, such as a child who is normally not commandable.
 
{{console|setpv bCommandable 1}} - This should allow you to be able to command a settler, such as a child who is normally not commandable.
Line 1,576: Line 1,586:
 
{{console|scrapall}} - Scraps all eligible references in the loaded area.
 
{{console|scrapall}} - Scraps all eligible references in the loaded area.
   
* '''Warning:''' {{Console|command = scrapall}} Must be use after enter and exit workshop of that area and do this every time you use this command or several items in other area may also be scrapped. Things like doors to other cells, the doors to the basement in The Castle for an example. You will be unable to enter these areas if they are deleted. Be very careful when using this.
+
* '''Warning:''' {{Console|command = scrapall}} should only be used after entering and exiting the workshop. Do this every time you use this command or items in other areas may also be scrapped, such as the doors to the basement in The Castle, for example. You will be unable to enter these areas if they are deleted. Be very careful when using this.
* '''Note:''' Even if entering and exiting the workshop of that area, the {{Console|command = scrapall}} command may scrap other objects in loaded areas outside of the intended area. Objects such as bobbleheads, perk magazines, farm plants and electrical wires. This is most notable when using {{Console|command = scrapall}} in the Red Rocket Truck stop outside of Sanctuary. Some objects closest to Red Rocket in Sanctuary will also be scrapped. This causes a bug where the game crashes directly to desktop on PC when attempting to manually scrap/store some indirectly affected objects such as electrical connection points that are missing wires.
+
* '''Note:''' Even if entering and exiting the workshop, the {{Console|command = scrapall}} command may scrap other objects in loaded areas outside the intended area. Objects such as bobbleheads, perk magazines, farm plants and electrical wires. This is most notable when using {{Console|command = scrapall}} in the Red Rocket truck stop. Some objects closest to Red Rocket in Sanctuary will also be scrapped. This causes a bug where the game crashes directly to desktop on PC when attempting to manually scrap/store some indirectly affected objects such as electrical connection points that are missing wires.
   
 
===Modifying workshops===
 
===Modifying workshops===
Line 1,726: Line 1,736:
   
 
==Cheat scripts==
 
==Cheat scripts==
On PC, place a text file (.txt) in Steam\Steamapps\Common\Fallout 4 with any and all of the below commands, ending with a semicolon (;) and a new command on each line. To run the script while in-game, open the console and type {{console|arg1=bat|user2=filename}} without the file-type extension. For example, if the file name is "test.txt", simply type {{console|bat test}} in-game to run the script and all of the commands will be applied instantly.
+
On PC, place a text file (.txt) in Steam\Steamapps\Common\Fallout 4 with any or all of the below commands, ending with a semicolon (;) and a new command on each line. To run the script while in-game, open the console and type {{console|arg1=bat|user2=filename}} without the file-type extension. For example, if the file name is "test.txt", simply type {{console|bat test}} in-game to run the script and all of the commands will be applied instantly.
   
Using {{console|player.placeatme 1f8545}} will spawn chest containing every single possible weapon X legendary combination in game.
+
Using {{console|player.placeatme 1f8545}} will spawn a chest containing every single possible weapon X legendary combination in game. Be aware that the chest spawns each weapon one at a time, making it a very time-consuming process.
   
 
{| class="wikitable collapsible collapsed"
 
{| class="wikitable collapsible collapsed"
Line 1,734: Line 1,744:
 
|-
 
|-
 
|
 
|
  +
<pre>
:player.additem 001BF72D 10000; Acid
 
:player.additem 001BF72E 10000; Adhesive
+
player.AddItem 001BF72D 10000; Acid
:player.additem 0006907A 10000; Aluminum
+
player.AddItem 001BF72E 10000; Adhesive
:player.additem 001BF72F 10000; Antiseptic
+
player.AddItem 0006907A 10000; Aluminum
:player.additem 000AEC5C 10000; Asbestos
+
player.AddItem 001BF72F 10000; Antiseptic
:player.additem 000AEC5B 10000; Ballistic Fiber
+
player.AddItem 000AEC5C 10000; Asbestos
:player.additem 000AEC5D 10000; Bone
+
player.AddItem 000AEC5B 10000; Ballistic Fiber
:player.additem 000AEC5E 10000; Ceramic
+
player.AddItem 000AEC5D 10000; Bone
:player.additem 0006907B 10000; Circuitry
+
player.AddItem 000AEC5E 10000; Ceramic
:player.additem 000AEC5F 10000; Cloth
+
player.AddItem 0006907B 10000; Circuitry
:player.additem 00106D99 10000; Concrete
+
player.AddItem 000AEC5F 10000; Cloth
:player.additem 0006907C 10000; Copper
+
player.AddItem 00106D99 10000; Concrete
:player.additem 000AEC60 10000; Cork
+
player.AddItem 0006907C 10000; Copper
:player.additem 0006907D 10000; Crystal
+
player.AddItem 000AEC60 10000; Cork
:player.additem 001BF730 10000; Fertilizer
+
player.AddItem 0006907D 10000; Crystal
:player.additem 00069087 10000; Fiber Optics
+
player.AddItem 001BF730 10000; Fertilizer
:player.additem 000AEC61 10000; Fiberglass
+
player.AddItem 00069087 10000; Fiber Optics
:player.additem 0006907E 10000; Gear
+
player.AddItem 000AEC61 10000; Fiberglass
:player.additem 00069085 10000; Glass
+
player.AddItem 0006907E 10000; Gear
:player.additem 000AEC62 10000; Gold
+
player.AddItem 00069085 10000; Glass
:player.additem 000AEC63 10000; Lead
+
player.AddItem 000AEC62 10000; Gold
:player.additem 000AEC64 10000; Leather
+
player.AddItem 000AEC63 10000; Lead
:player.additem 00069086 10000; Nuclear Material
+
player.AddItem 000AEC64 10000; Leather
:player.additem 001BF732 10000; Oil
+
player.AddItem 00069086 10000; Nuclear Material
:player.additem 0006907F 10000; Plastic
+
player.AddItem 001BF732 10000; Oil
:player.additem 00106D98 10000; Rubber
+
player.AddItem 0006907F 10000; Plastic
:player.additem 00069081 10000; Screw
+
player.AddItem 00106D98 10000; Rubber
:player.additem 000AEC66 10000; Silver
+
player.AddItem 00069081 10000; Screw
:player.additem 00069082 10000; Spring
+
player.AddItem 000AEC66 10000; Silver
:player.additem 000731A4 10000; Steel
+
player.AddItem 00069082 10000; Spring
:player.additem 000731A3 10000; Wood
+
player.AddItem 000731A4 10000; Steel
:player.additem 000F742E 10000; Carrot
+
player.AddItem 000731A3 10000; Wood
:player.additem 000330F8 10000; Corn
+
player.AddItem 000F742E 10000; Carrot
:player.additem 000EF24D 10000; Gourd
+
player.AddItem 000330F8 10000; Corn
:player.additem 000FAFEB 10000; Melon
+
player.AddItem 000EF24D 10000; Gourd
:player.additem 00033102 10000; Mutfruit
+
player.AddItem 000FAFEB 10000; Melon
:player.additem 000E0043 10000; Razorgrain
+
player.AddItem 00033102 10000; Mutfruit
:player.additem 0009DCC4 10000; Tato
+
player.AddItem 000E0043 10000; Razorgrain
  +
player.AddItem 0009DCC4 10000; Tato
  +
</pre>
 
|}
 
|}
   
Line 1,778: Line 1,790:
 
|-
 
|-
 
|
 
|
  +
<pre>
:player.additem 001EC131 100
 
:player.additem 001EC132 100
+
player.AddItem 001EC131 100
:player.additem 001EC133 100
+
player.AddItem 001EC132 100
:player.additem 001EC134 100
+
player.AddItem 001EC133 100
:player.additem 001EC135 100
+
player.AddItem 001EC134 100
:player.additem 001EC136 100
+
player.AddItem 001EC135 100
:player.additem 001EC137 100
+
player.AddItem 001EC136 100
:player.additem 001EC138 100
+
player.AddItem 001EC137 100
:player.additem 001EC139 100
+
player.AddItem 001EC138 100
:player.additem 001EC13A 100
+
player.AddItem 001EC139 100
:player.additem 001EC13B 100
+
player.AddItem 001EC13A 100
:player.additem 001EC13C 100
+
player.AddItem 001EC13B 100
:player.additem 001EC13D 100
+
player.AddItem 001EC13C 100
:player.additem 001EC13E 100
+
player.AddItem 001EC13D 100
:player.additem 001EC13F 100
+
player.AddItem 001EC13E 100
:player.additem 001EC140 100
+
player.AddItem 001EC13F 100
:player.additem 001EC141 100
+
player.AddItem 001EC140 100
:player.additem 001EC142 100
+
player.AddItem 001EC141 100
:player.additem 001EC143 100
+
player.AddItem 001EC142 100
:player.additem 001EC144 100
+
player.AddItem 001EC143 100
:player.additem 001EC145 100
+
player.AddItem 001EC144 100
:player.additem 001EC146 100
+
player.AddItem 001EC145 100
:player.additem 001EC147 100
+
player.AddItem 001EC146 100
:player.additem 001EC148 100
+
player.AddItem 001EC147 100
:player.additem 001EC149 100
+
player.AddItem 001EC148 100
:player.additem 001EC14A 100
+
player.AddItem 001EC149 100
:player.additem 001EC14B 100
+
player.AddItem 001EC14A 100
:player.additem 001EC14C 100
+
player.AddItem 001EC14B 100
:player.additem 001EC14D 100
+
player.AddItem 001EC14C 100
:player.additem 001EC14E 100
+
player.AddItem 001EC14D 100
:player.additem 001EC14F 100
+
player.AddItem 001EC14E 100
:player.additem 001EC150 100
+
player.AddItem 001EC14F 100
:player.additem 001EC151 100
+
player.AddItem 001EC150 100
:player.additem 001EC152 100
+
player.AddItem 001EC151 100
:player.additem 001EC153 100
+
player.AddItem 001EC152 100
:player.additem 001EC15A 100
+
player.AddItem 001EC153 100
:player.additem 001EC15B 100
+
player.AddItem 001EC15A 100
:player.additem 001EC15C 100
+
player.AddItem 001EC15B 100
  +
player.AddItem 001EC15C 100
  +
</pre>
 
|}
 
|}
   
Line 1,822: Line 1,836:
 
|-
 
|-
 
|
 
|
  +
<pre>
; # Bullets
 
  +
; Bullets
:player.additem 0001F66B 10000; .308 Round
 
:player.additem 0004CE87 10000; .38 Round
+
player.AddItem 0001F66B 10000; .308 Round
:player.additem 0009221C 10000; .44 Round
+
player.AddItem 0004CE87 10000; .38 Round
:player.additem 0001F66A 10000; .45 Round
+
player.AddItem 0009221C 10000; .44 Round
:player.additem 0001F279 10000; .50 Caliber
+
player.AddItem 0001F66A 10000; .45 Round
:player.additem 0001F276 10000; 10mm Round
+
player.AddItem 0001F279 10000; .50 Caliber
:player.additem 0001F278 10000; 5.56 Round
+
player.AddItem 0001F276 10000; 10mm Round
:player.additem 0001F66C 10000; 5mm Round
+
player.AddItem 0001F278 10000; 5.56 Round
:player.additem 0001F673 10000; Shotgun Shell
+
player.AddItem 0001F66C 10000; 5mm Round
  +
player.AddItem 0001F673 10000; Shotgun Shell
; # Explosives
 
  +
; Explosives
:player.additem 000E6B2E 10000; Mini Nuke (fat man)
 
:player.additem 000CABA3 10000; Missile
+
player.AddItem 000E6B2E 10000; Mini Nuke (fat man)
  +
player.AddItem 000CABA3 10000; Missile
; # Energy
 
  +
; Energy
:player.additem 0018ABDF 10000; 2mm Electromagnetic Cartridge
 
:player.additem 001025AA 10000; Alien Blaster Round
+
player.AddItem 0018ABDF 10000; 2mm Electromagnetic Cartridge
:player.additem 0018ABE2 10000; Cryo Cell
+
player.AddItem 001025AA 10000; Alien Blaster Round
:player.additem 000C1897 10000; Fusion Cell (weapons)
+
player.AddItem 0018ABE2 10000; Cryo Cell
:player.additem 00075FE4 10000; Fusion Core (power armor)
+
player.AddItem 000C1897 10000; Fusion Cell (weapons)
:player.additem 000DF279 10000; Gamma Round
+
player.AddItem 00075FE4 10000; Fusion Core (power armor)
:player.additem 0001DBB7 10000; Plasma Cartridge
+
player.AddItem 000DF279 10000; Gamma Round
  +
player.AddItem 0001DBB7 10000; Plasma Cartridge
; # Other
 
  +
; Other
:player.additem 000CAC78 10000; Flamer Fuel
 
:player.additem 001025AE 10000; Flare
+
player.AddItem 000CAC78 10000; Flamer Fuel
:player.additem 000E942C 10000; Junk
+
player.AddItem 001025AE 10000; Flare
:player.additem 000FD11C 10000; Cannonball
+
player.AddItem 000E942C 10000; Junk
:player.additem 000FE269 10000; Railway Spike
+
player.AddItem 000FD11C 10000; Cannonball
  +
player.AddItem 000FE269 10000; Railway Spike
; # Syringes
 
  +
; Syringes
:player.additem 00058AE9 10000; Berserk Syringe
 
:player.additem 00058AEB 10000; Bleed Out Syringe
+
player.AddItem 00058AE9 10000; Berserk Syringe
:player.additem 000375BB 10000; Bloatfly Larva Syringe
+
player.AddItem 00058AEB 10000; Bleed Out Syringe
:player.additem 00058AF2 10000; Endangerol Syringe
+
player.AddItem 000375BB 10000; Bloatfly Larva Syringe
:player.additem 00058AF4 10000; Lock Joint Syringe
+
player.AddItem 00058AF2 10000; Endangerol Syringe
:player.additem 00058AF5 10000; Mind Cloud Syringe
+
player.AddItem 00058AF4 10000; Lock Joint Syringe
:player.additem 00058AF7 10000; Pax Syringe
+
player.AddItem 00058AF5 10000; Mind Cloud Syringe
:player.additem 00058B0C 10000; Radscorpion Venom Syringe
+
player.AddItem 00058AF7 10000; Pax Syringe
:player.additem 00058B0E 10000; Yellow Belly Syringe
+
player.AddItem 00058B0C 10000; Radscorpion Venom Syringe
  +
player.AddItem 00058B0E 10000; Yellow Belly Syringe
  +
</pre>
 
|}
 
|}
   
Line 1,865: Line 1,881:
 
|-
 
|-
 
|
 
|
  +
<pre>
; # SPECIALS
 
  +
; S. P. E. C. I. A. L.
:player.setav STRENGTH 10;
 
:player.setav PERCEPTION 10;
+
player.SetAV STRENGTH 10;
:player.setav ENDURANCE 10;
+
player.SetAV PERCEPTION 10;
:player.setav CHARISMA 10;
+
player.SetAV ENDURANCE 10;
:player.setav INTELLIGENCE 10;
+
player.SetAV CHARISMA 10;
:player.setav AGILITY 10;
+
player.SetAV INTELLIGENCE 10;
:player.setav LUCK 10;
+
player.SetAV AGILITY 10;
  +
player.SetAV LUCK 10;
; # IRON FIST
 
  +
; Iron Fist
:player.addperk 0001DAFE; 1
 
:player.addperk 0001DAFF; 2
+
player.AddPerk 0001DAFE; 1
:player.addperk 0001DB00; 3
+
player.AddPerk 0001DAFF; 2
:player.addperk 00065E42; 4
+
player.AddPerk 0001DB00; 3
:player.addperk 00065E43; 5
+
player.AddPerk 00065E42; 4
  +
player.AddPerk 00065E43; 5
; # BIG LEAGUES
 
  +
; Big Leagues
:player.addperk 0004A0B5; 1
 
:player.addperk 000E36FC; 2
+
player.AddPerk 0004A0B5; 1
:player.addperk 000E36FD; 3
+
player.AddPerk 000E36FC; 2
:player.addperk 000E36FE; 4
+
player.AddPerk 000E36FD; 3
:player.addperk 00065E05; 5
+
player.AddPerk 000E36FE; 4
  +
player.AddPerk 00065E05; 5
; # ARMORER
 
  +
; Armorer
:player.addperk 0004B254; 1
 
:player.addperk 0004B255; 2
+
player.AddPerk 0004B254; 1
:player.addperk 0004B256; 3
+
player.AddPerk 0004B255; 2
:player.addperk 001797EA; 4
+
player.AddPerk 0004B256; 3
  +
player.AddPerk 001797EA; 4
; # BLACKSMITH
 
  +
; Blacksmith
:player.addperk 0004B253; 1
 
:player.addperk 0004B26A; 2
+
player.AddPerk 0004B253; 1
:player.addperk 000264D8; 3
+
player.AddPerk 0004B26A; 2
  +
player.AddPerk 000264D8; 3
; # HEAVY GUNNER
 
  +
; Heavy Gunner
:player.addperk 0004A0D6; 1
 
:player.addperk 0004A0D7; 2
+
player.AddPerk 0004A0D6; 1
:player.addperk 0004A0D8; 3
+
player.AddPerk 0004A0D7; 2
:player.addperk 00065E2A; 4
+
player.AddPerk 0004A0D8; 3
:player.addperk 00065E2B; 5
+
player.AddPerk 00065E2A; 4
  +
player.AddPerk 00065E2B; 5
; # STRONG BACK
 
  +
; Strong Back
:player.addperk 0004B24E; 1
 
:player.addperk 00065E5B; 2
+
player.AddPerk 0004B24E; 1
:player.addperk 00065E5C; 3
+
player.AddPerk 00065E5B; 2
:player.addperk 001D2489; 4
+
player.AddPerk 00065E5C; 3
  +
player.AddPerk 001D2489; 4
; # STEADY AIM
 
  +
; Steady Aim
:player.addperk 001D2487; 1
 
:player.addperk 001D2488; 2
+
player.AddPerk 001D2487; 1
  +
player.AddPerk 001D2488; 2
; # BASHER
 
  +
; Basher
:player.addperk 00065DF9; 1
 
:player.addperk 00065DFA; 2
+
player.AddPerk 00065DF9; 1
:player.addperk 00065DFB; 3
+
player.AddPerk 00065DFA; 2
:player.addperk 00065DFC; 4
+
player.AddPerk 00065DFB; 3
  +
player.AddPerk 00065DFC; 4
; # ROOTED
 
  +
; Rooted
:player.addperk 001D247F; 1
 
:player.addperk 001D2480; 2
+
player.AddPerk 001D247F; 1
:player.addperk 001D2482; 3
+
player.AddPerk 001D2480; 2
  +
player.AddPerk 001D2482; 3
; # PAIN TRAIN
 
  +
; Pain Train
:player.addperk 0004D89B; 1
 
:player.addperk 00065E3C; 2
+
player.AddPerk 0004D89B; 1
:player.addperk 00065E3D; 3
+
player.AddPerk 00065E3C; 2
  +
player.AddPerk 00065E3D; 3
; # PICKPOCKET
 
  +
; Pickpocket
:player.addperk 0004D88A; 1
 
:player.addperk 000E3702; 2
+
player.AddPerk 0004D88A; 1
:player.addperk 000E3703; 3
+
player.AddPerk 000E3702; 2
:player.addperk 001D248F; 4
+
player.AddPerk 000E3703; 3
  +
player.AddPerk 001D248F; 4
; # RIFLEMAN
 
  +
; Rifleman
:player.addperk 0004A0B6; 1
 
:player.addperk 0004A0B7; 2
+
player.AddPerk 0004A0B6; 1
:player.addperk 0004A0B8; 3
+
player.AddPerk 0004A0B7; 2
:player.addperk 0006FA20; 4
+
player.AddPerk 0004A0B8; 3
:player.addperk 00065E52; 5
+
player.AddPerk 0006FA20; 4
  +
player.AddPerk 00065E52; 5
; # AWARENESS
 
  +
; Awareness
:player.addperk 000D2287; 1
 
  +
player.AddPerk 000D2287; 1
; # LOCKSMITH
 
  +
; Locksmith
:player.addperk 000523FF; 1
 
:player.addperk 00052400; 2
+
player.AddPerk 000523FF; 1
:player.addperk 00052401; 3
+
player.AddPerk 00052400; 2
:player.addperk 001D246A; 4
+
player.AddPerk 00052401; 3
  +
player.AddPerk 001D246A; 4
; # DEMOLITION EXPERT
 
  +
; Demolition Expert
:player.addperk 0004C923; 1
 
:player.addperk 0004C924; 2
+
player.AddPerk 0004C923; 1
:player.addperk 0004C925; 3
+
player.AddPerk 0004C924; 2
:player.addperk 00065E13; 4
+
player.AddPerk 0004C925; 3
  +
player.AddPerk 00065E13; 4
; # NIGHT PERSON
 
  +
; Night Person
:player.addperk 0004C93B; 1
 
:player.addperk 001D2495; 2
+
player.AddPerk 0004C93B; 1
  +
player.AddPerk 001D2495; 2
; # REFRACTOR
 
  +
; Refractor
:player.addperk 000CA99D; 1
 
:player.addperk 000CA99E; 2
+
player.AddPerk 000CA99D; 1
:player.addperk 000CA99F; 3
+
player.AddPerk 000CA99E; 2
:player.addperk 00065E4B; 4
+
player.AddPerk 000CA99F; 3
:player.addperk 00065E4C; 5
+
player.AddPerk 00065E4B; 4
  +
player.AddPerk 00065E4C; 5
; # SNIPER
 
  +
; Sniper
:player.addperk 0004C92A; 1
 
:player.addperk 0004C92B; 2
+
player.AddPerk 0004C92A; 1
:player.addperk 0004C92C; 3
+
player.AddPerk 0004C92B; 2
  +
player.AddPerk 0004C92C; 3
; # PENETRATOR
 
  +
; Penetrator
:player.addperk 00024AFF; 1
 
:player.addperk 001D2477; 2
+
player.AddPerk 00024AFF; 1
  +
player.AddPerk 001D2477; 2
; # CONCENTRATED FIRE
 
  +
; Concentrated Fire
:player.addperk 0004D890; 1
 
:player.addperk 001D2459; 2
+
player.AddPerk 0004D890; 1
:player.addperk 001D245A; 3
+
player.AddPerk 001D2459; 2
  +
player.AddPerk 001D245A; 3
; # TOUGHNESS
 
  +
; Toughness
:player.addperk 0004A0AB; 1
 
:player.addperk 0004A0AE; 2
+
player.AddPerk 0004A0AB; 1
:player.addperk 0004A0AF; 3
+
player.AddPerk 0004A0AE; 2
:player.addperk 00065E5D; 4
+
player.AddPerk 0004A0AF; 3
:player.addperk 00065E5E; 5
+
player.AddPerk 00065E5D; 4
  +
player.AddPerk 00065E5E; 5
; # LEAD BELLY
 
  +
; Lead Belly
:player.addperk 0004A0B9; 1
 
:player.addperk 00024B00; 2
+
player.AddPerk 0004A0B9; 1
:player.addperk 00024B01; 3
+
player.AddPerk 00024B00; 2
  +
player.AddPerk 00024B01; 3
; # LIFEGIVER
 
  +
; Lifegiver
:player.addperk 0004A0CF; 1
 
:player.addperk 001D2465; 2
+
player.AddPerk 0004A0CF; 1
:player.addperk 001D2467; 3
+
player.AddPerk 001D2465; 2
  +
player.AddPerk 001D2467; 3
; # CHEM RESISTANT
 
  +
; Chem Resistant
:player.addperk 0004A0D5; 1
 
:player.addperk 00065E0C; 2
+
player.AddPerk 0004A0D5; 1
  +
player.AddPerk 00065E0C; 2
; # RAD RESISTANT
 
  +
; Rad Resistant
:player.addperk 001D2479; 1
 
:player.addperk 001D247A; 2
+
player.AddPerk 001D2479; 1
:player.addperk 001D247B; 3
+
player.AddPerk 001D247A; 2
  +
player.AddPerk 001D247B; 3
; # ADAMANTIUM SKELETON
 
  +
; Adamantium Skeleton
:player.addperk 0004C92D; 1
 
:player.addperk 00024AFD; 2
+
player.AddPerk 0004C92D; 1
:player.addperk 00024AFE; 3
+
player.AddPerk 00024AFD; 2
  +
player.AddPerk 00024AFE; 3
; # CANNIBAL
 
  +
; Cannibal
:player.addperk 0004B259; 1
 
:player.addperk 001D1A62; 2
+
player.AddPerk 0004B259; 1
:player.addperk 001D1A63; 3
+
player.AddPerk 001D1A62; 2
  +
player.AddPerk 001D1A63; 3
; # GHOULISH
 
  +
; Ghoulish
:player.addperk 0004D89E; 1
 
:player.addperk 00065E22; 2
+
player.AddPerk 0004D89E; 1
:player.addperk 00065E23; 3
+
player.AddPerk 00065E22; 2
  +
player.AddPerk 00065E23; 3
; # SOLAR POWERED
 
  +
; Solar Powered
:player.addperk 0004D8A7; 1
 
:player.addperk 001D2484; 2
+
player.AddPerk 0004D8A7; 1
:player.addperk 001D2485; 3
+
player.AddPerk 001D2484; 2
  +
player.AddPerk 001D2485; 3
; # CAP COLLECTOR
 
  +
; Cap Collector
:player.addperk 001D2456; 1
 
:player.addperk 000D75E2; 2
+
player.AddPerk 001D2456; 1
:player.addperk 001D2457; 3
+
player.AddPerk 000D75E2; 2
  +
player.AddPerk 001D2457; 3
; # LONE WANDERER
 
  +
; Lone Wanderer
:player.addperk 001D246B; 1
 
:player.addperk 001D246D; 2
+
player.AddPerk 001D246B; 1
:player.addperk 001D246E; 3
+
player.AddPerk 001D246D; 2
  +
player.AddPerk 001D246E; 3
; # ATTACK DOG
 
  +
; Attack Dog
:player.addperk 0004B26D; 1
 
:player.addperk 001D244D; 2
+
player.AddPerk 0004B26D; 1
:player.addperk 001D244E; 3
+
player.AddPerk 001D244D; 2
  +
player.AddPerk 001D244E; 3
; # ANIMAL FRIEND
 
  +
; Animal Friend
:player.addperk 0001E67F; 1
 
:player.addperk 0004A0D9; 2
+
player.AddPerk 0001E67F; 1
:player.addperk 001D2450; 3
+
player.AddPerk 0004A0D9; 2
  +
player.AddPerk 001D2450; 3
; # LOCAL LEADER
 
  +
; Local Leader
:player.addperk 0004D88D; 1
 
:player.addperk 001D2468; 2
+
player.AddPerk 0004D88D; 1
  +
player.AddPerk 001D2468; 2
; # INSPIRATIONAL
 
  +
; Inspirational
:player.addperk 001D2461; 1
 
:player.addperk 001D2462; 2
+
player.AddPerk 001D2461; 1
:player.addperk 001D2463; 3
+
player.AddPerk 001D2462; 2
  +
player.AddPerk 001D2463; 3
; # WASTELAND WHISPERER
 
  +
; Wasteland Whisperer
:player.addperk 001D248A; 1
 
:player.addperk 001D248B; 2
+
player.AddPerk 001D248A; 1
:player.addperk 001D248C; 3
+
player.AddPerk 001D248B; 2
  +
player.AddPerk 001D248C; 3
; # INTIMIDATION
 
  +
; Intimidation
:player.addperk 001D02B5; 1
 
:player.addperk 001D02B6; 2
+
player.AddPerk 001D02B5; 1
:player.addperk 001D02B7; 3
+
player.AddPerk 001D02B6; 2
  +
player.AddPerk 001D02B7; 3
; # V.A.N.S.
 
  +
; V.A.N.S.
:player.addperk 000207D1; 1
 
  +
player.AddPerk 000207D1; 1
; # MEDIC
 
  +
; Medic
:player.addperk 0004C926; 1
 
:player.addperk 0006FA1C; 2
+
player.AddPerk 0004C926; 1
:player.addperk 0006FA1D; 3
+
player.AddPerk 0006FA1C; 2
:player.addperk 00065E35; 4
+
player.AddPerk 0006FA1D; 3
  +
player.AddPerk 00065E35; 4
; # GUN NUT
 
  +
; Gun Nut
:player.addperk 0004A0DA; 1
 
:player.addperk 0004A0DB; 2
+
player.AddPerk 0004A0DA; 1
:player.addperk 0004A0DC; 3
+
player.AddPerk 0004A0DB; 2
:player.addperk 0016578E; 4
+
player.AddPerk 0004A0DC; 3
  +
player.AddPerk 0016578E; 4
; # HACKER
 
  +
; Hacker
:player.addperk 00052403; 1
 
:player.addperk 00052404; 2
+
player.AddPerk 00052403; 1
:player.addperk 00052405; 3
+
player.AddPerk 00052404; 2
:player.addperk 001D245D; 4
+
player.AddPerk 00052405; 3
  +
player.AddPerk 001D245D; 4
; # SCRAPPER
 
  +
; Scrapper
:player.addperk 00065E65; 1
 
:player.addperk 001D2483; 2
+
player.AddPerk 00065E65; 1
  +
player.AddPerk 001D2483; 2
; # SCIENCE!
 
  +
; Science!
:player.addperk 000264D9; 1
 
:player.addperk 000264DA; 2
+
player.AddPerk 000264D9; 1
:player.addperk 000264DB; 3
+
player.AddPerk 000264DA; 2
:player.addperk 0016578F; 4
+
player.AddPerk 000264DB; 3
  +
player.AddPerk 0016578F; 4
; # CHEMIST
 
  +
; Chemist
:player.addperk 000E36FF; 1
 
:player.addperk 000E3700; 2
+
player.AddPerk 000E36FF; 1
:player.addperk 000E3701; 3
+
player.AddPerk 000E3700; 2
:player.addperk 001D2458; 4
+
player.AddPerk 000E3701; 3
  +
player.AddPerk 001D2458; 4
; # ROBOTICS EXPERT
 
  +
; Robotics Expert
:player.addperk 0004D889; 1
 
:player.addperk 00065E64; 2
+
player.AddPerk 0004D889; 1
:player.addperk 001ACF96; 3
+
player.AddPerk 00065E64; 2
  +
player.AddPerk 001ACF96; 3
; # NUCLEAR PHYSICIST
 
  +
; Nuclear Physicist
:player.addperk 001D246F; 1
 
:player.addperk 001D2470; 2
+
player.AddPerk 001D246F; 1
:player.addperk 001D2471; 3
+
player.AddPerk 001D2470; 2
  +
player.AddPerk 001D2471; 3
; # NERD RAGE!
 
  +
; Nerd Rage!
:player.addperk 0004D886; 1
 
:player.addperk 00065E37; 2
+
player.AddPerk 0004D886; 1
:player.addperk 00065E38; 3
+
player.AddPerk 00065E37; 2
  +
player.AddPerk 00065E38; 3
; # GUNSLINGER
 
  +
; Gunslinger
:player.addperk 0004A09F; 1
 
:player.addperk 0004A0A9; 2
+
player.AddPerk 0004A09F; 1
:player.addperk 0004A0AA; 3
+
player.AddPerk 0004A0A9; 2
:player.addperk 0006FA1E; 4
+
player.AddPerk 0004A0AA; 3
:player.addperk 00065E24; 5
+
player.AddPerk 0006FA1E; 4
  +
player.AddPerk 00065E24; 5
; # COMMANDO
 
  +
; Commando
:player.addperk 0004A0C5; 1
 
:player.addperk 0004A0C6; 2
+
player.AddPerk 0004A0C5; 1
:player.addperk 0004A0C7; 3
+
player.AddPerk 0004A0C6; 2
:player.addperk 0006FA24; 4
+
player.AddPerk 0004A0C7; 3
:player.addperk 00065E0D; 5
+
player.AddPerk 0006FA24; 4
  +
player.AddPerk 00065E0D; 5
; # SNEAK
 
  +
; Sneak
:player.addperk 0004C935; 1
 
:player.addperk 000B9882; 2
+
player.AddPerk 0004C935; 1
:player.addperk 000B9883; 3
+
player.AddPerk 000B9882; 2
:player.addperk 000B9884; 4
+
player.AddPerk 000B9883; 3
:player.addperk 000B9881; 5
+
player.AddPerk 000B9884; 4
  +
player.AddPerk 000B9881; 5
; # MISTER SANDMAN
 
  +
; Mister Sandman
:player.addperk 0004B258; 1
 
:player.addperk 001D2490; 2
+
player.AddPerk 0004B258; 1
:player.addperk 001D2491; 3
+
player.AddPerk 001D2490; 2
  +
player.AddPerk 001D2491; 3
; # MOVING TARGET
 
  +
; Moving Target
:player.addperk 0004DDEE; 1
 
:player.addperk 001D2492; 2
+
player.AddPerk 0004DDEE; 1
:player.addperk 001E0791; 3
+
player.AddPerk 001D2492; 2
  +
player.AddPerk 001E0791; 3
; # NINJA
 
  +
; Ninja
:player.addperk 0004D8A6; 1
 
:player.addperk 000E3704; 2
+
player.AddPerk 0004D8A6; 1
:player.addperk 000E3705; 3
+
player.AddPerk 000E3704; 2
  +
player.AddPerk 000E3705; 3
; # QUICK HANDS
 
  +
; Quick Hands
:player.addperk 000221FC; 1
 
:player.addperk 001D2478; 2
+
player.AddPerk 000221FC; 1
  +
player.AddPerk 001D2478; 2
; # BLITZ
 
  +
; Blitz
:player.addperk 001D2451; 1
 
:player.addperk 001D2452; 2
+
player.AddPerk 001D2451; 1
  +
player.AddPerk 001D2452; 2
; # GUN FU
 
  +
; Gun Fu
:player.addperk 0004D881; 1
 
:player.addperk 001D244F; 2
+
player.AddPerk 0004D881; 1
:player.addperk 001D245C; 3
+
player.AddPerk 001D244F; 2
  +
player.AddPerk 001D245C; 3
; # FORTUNE FINDER
 
  +
; Fortune Finder
:player.addperk 0004C942; 1
 
:player.addperk 001ACF98; 2
+
player.AddPerk 0004C942; 1
:player.addperk 001ACF99; 3
+
player.AddPerk 001ACF98; 2
:player.addperk 00215CD4; 4
+
player.AddPerk 001ACF99; 3
  +
player.AddPerk 00215CD4; 4
; # SCROUNGER
 
  +
; Scrounger
:player.addperk 0004A0B0; 1
 
:player.addperk 001ACF9A; 2
+
player.AddPerk 0004A0B0; 1
:player.addperk 001ACF9B; 3
+
player.AddPerk 001ACF9A; 2
:player.addperk 001EB99C; 4
+
player.AddPerk 001ACF9B; 3
  +
player.AddPerk 001EB99C; 4
; # BLOODY MESS
 
  +
; Bloody Mess
:player.addperk 0004A0BB; 1
 
:player.addperk 001D2453; 2
+
player.AddPerk 0004A0BB; 1
:player.addperk 001D2454; 3
+
player.AddPerk 001D2453; 2
:player.addperk 001F418E; 4
+
player.AddPerk 001D2454; 3
  +
player.AddPerk 001F418E; 4
; # MYSTERIOUS STRANGER
 
  +
; Mysterious Stranger
:player.addperk 0004C929; 1
 
:player.addperk 001D2493; 2
+
player.AddPerk 0004C929; 1
:player.addperk 001D2494; 3
+
player.AddPerk 001D2493; 2
  +
player.AddPerk 001D2494; 3
; # IDIOT SAVANT
 
  +
; Idiot Savant
:player.addperk 001D245E; 1
 
:player.addperk 001D245F; 2
+
player.AddPerk 001D245E; 1
:player.addperk 001D2460; 3
+
player.AddPerk 001D245F; 2
  +
player.AddPerk 001D2460; 3
; # BETTER CRITICALS
 
  +
; Better Criticals
:player.addperk 0004D87A; 1
 
:player.addperk 00065E03; 2
+
player.AddPerk 0004D87A; 1
:player.addperk 00065E04; 3
+
player.AddPerk 00065E03; 2
  +
player.AddPerk 00065E04; 3
; # CRITICAL BANKER
 
  +
; Critical Banker
:player.addperk 0004C91F; 1
 
:player.addperk 0004C920; 2
+
player.AddPerk 0004C91F; 1
:player.addperk 0004C921; 3
+
player.AddPerk 0004C920; 2
  +
player.AddPerk 0004C921; 3
; # GRIM REAPER'S SPRINT
 
  +
; Grim Reaper's Sprint
:player.addperk 0004D8A2; 1
 
:player.addperk 00065E3E; 2
+
player.AddPerk 0004D8A2; 1
:player.addperk 00065E3F; 3
+
player.AddPerk 00065E3E; 2
  +
player.AddPerk 00065E3F; 3
; # FOUR LEAF CLOVER
 
  +
; Four Leaf Clover
:player.addperk 0004D895; 1
 
:player.addperk 00065E20; 2
+
player.AddPerk 0004D895; 1
:player.addperk 00065E21; 3
+
player.AddPerk 00065E20; 2
:player.addperk 001D245B; 4
+
player.AddPerk 00065E21; 3
  +
player.AddPerk 001D245B; 4
; # RICOCHET
 
  +
; Ricochet
:player.addperk 001D247C; 1
 
:player.addperk 001D247D; 2
+
player.AddPerk 001D247C; 1
:player.addperk 001D247E; 3
+
player.AddPerk 001D247D; 2
  +
player.AddPerk 001D247E; 3
; #
 
  +
; # THE FOLLOWING FOUR PERKS ARE DIFFERENT DEPENDING ON YOUR CHARACTER'S GENDER.
 
  +
; The following four perks are different depending on your character's gender.
; # REMOVE THE "#" IN FRONT OF THE RELEVANT "player.addperk" LINES ONLY.
 
  +
; Remove the ";" in front of the relevant "player.AddPerk" lines only.
; #
 
  +
;
; # MALE CHARACTER
 
  +
; Male character
; #
 
  +
;
; # AQUABOY
 
  +
; Aquaboy
: # player.addperk 000E36F9; 1
 
: # player.addperk 001D248D; 2
+
; player.AddPerk 000E36F9; 1
  +
; player.AddPerk 001D248D; 2
; # LADY KILLER
 
  +
; Lady Killer
: # player.addperk 00019AA3; 1
 
: # player.addperk 00065E33; 2
+
; player.AddPerk 00019AA3; 1
: # player.addperk 00065E34; 3
+
; player.AddPerk 00065E33; 2
  +
; player.AddPerk 00065E34; 3
; # PARTY BOY
 
  +
; Party Boy
: # player.addperk 0004D887; 1
 
: # player.addperk 001D2473; 2
+
; player.AddPerk 0004D887; 1
: # player.addperk 001D2474; 3
+
; player.AddPerk 001D2473; 2
  +
; player.AddPerk 001D2474; 3
; # ACTION BOY
 
  +
; Action Boy
: # player.addperk 0004D869; 1
 
: # player.addperk 00065DF5; 2
+
; player.AddPerk 0004D869; 1
  +
; player.AddPerk 00065DF5; 2
; #
 
  +
;
; # FEMALE CHARACTER
 
  +
; female character
; #
 
  +
;
; # AQUAGIRL
 
  +
; Aquagirl
: # player.addperk 000E9453; 1
 
: # player.addperk 001D248E; 2
+
; player.AddPerk 000E9453; 1
  +
; player.AddPerk 001D248E; 2
; # BLACK WIDOW
 
  +
; Black Widow
: # player.addperk 0004A0D4; 1
 
: # player.addperk 00065E31; 2
+
; player.AddPerk 0004A0D4; 1
: # player.addperk 00065E32; 3
+
; player.AddPerk 00065E31; 2
  +
; player.AddPerk 00065E32; 3
; # PARTY GIRL
 
  +
; Party Girl
: # player.addperk 0004D888; 1
 
: # player.addperk 001D2475; 2
+
; player.AddPerk 0004D888; 1
: # player.addperk 001D2476; 3
+
; player.AddPerk 001D2475; 2
  +
; player.AddPerk 001D2476; 3
; # ACTION GIRL
 
  +
; Action Girl
: # player.addperk 0004D872; 1
 
: # player.addperk 00065DF6; 2
+
; player.AddPerk 0004D872; 1
  +
; player.AddPerk 00065DF6; 2
  +
</pre>
 
|}
 
|}
   
 
{| class="wikitable collapsible collapsed"
 
{| class="wikitable collapsible collapsed"
 
! Provides all collectible magazines
 
! Provides all collectible magazines
  +
(Spawns items under feet. Stand in large open area!)
(In order to gain the magazine boosts, they must be dropped then picked up.)
 
 
|-
 
|-
 
|
 
|
  +
<pre>
; #Astoundingly Awesome Tales
 
  +
; Astoundingly Awesome Tales
:player.additem 16969a
 
:player.additem 16969b
+
player.PlaceAtMe 0016969A
:player.additem 16969c
+
player.PlaceAtMe 0016969B
:player.additem 16969d
+
player.PlaceAtMe 0016969C
:player.additem 16969e
+
player.PlaceAtMe 0016969D
:player.additem 16969f
+
player.PlaceAtMe 0016969E
:player.additem 1696a0
+
player.PlaceAtMe 0016969F
:player.additem 1696a1
+
player.PlaceAtMe 001696A0
:player.additem 1696a2
+
player.PlaceAtMe 001696A1
:player.additem 1696a3
+
player.PlaceAtMe 001696A2
:player.additem 1696a4
+
player.PlaceAtMe 001696A3
:player.additem 1696a5
+
player.PlaceAtMe 001696A4
:player.additem 1696a6
+
player.PlaceAtMe 001696A5
:player.additem 1696a7
+
player.PlaceAtMe 001696A6
  +
player.PlaceAtMe 001696A7
; #Covert Operations Manual
 
  +
; Covert Operations Manual
:player.additem 8e737
 
:player.additem 8e738
+
player.PlaceAtMe 0008E737
:player.additem 8e739
+
player.PlaceAtMe 0008E738
:player.additem 8e73a
+
player.PlaceAtMe 0008E739
:player.additem 8e73b
+
player.PlaceAtMe 0008E73A
:player.additem 8e73c
+
player.PlaceAtMe 0008E73B
:player.additem 8e73d
+
player.PlaceAtMe 0008E73C
:player.additem 8e73e
+
player.PlaceAtMe 0008E73D
:player.additem 8e73f
+
player.PlaceAtMe 0008E73E
:player.additem 8e740
+
player.PlaceAtMe 0008E73F
  +
player.PlaceAtMe 0008E740
; #Grognak the Barbarian
 
  +
; Grognak the Barbarian
:player.additem 8e741
 
:player.additem 8e742
+
player.PlaceAtMe 0008E741
:player.additem 8e743
+
player.PlaceAtMe 0008E742
:player.additem 8e744
+
player.PlaceAtMe 0008E743
:player.additem 8e745
+
player.PlaceAtMe 0008E744
:player.additem 8e746
+
player.PlaceAtMe 0008E745
:player.additem 8e747
+
player.PlaceAtMe 0008E746
:player.additem 8e748
+
player.PlaceAtMe 0008E747
:player.additem 8e749
+
player.PlaceAtMe 0008E748
:player.additem 8e74a
+
player.PlaceAtMe 0008E749
  +
player.PlaceAtMe 0008E74A
; #Guns and Bullets
 
  +
; Guns and Bullets
:player.additem 92a83
 
:player.additem 92a87
+
player.PlaceAtMe 00092A83
:player.additem 92a88
+
player.PlaceAtMe 00092A87
:player.additem 92a89
+
player.PlaceAtMe 00092A88
:player.additem 92a8a
+
player.PlaceAtMe 00092A89
:player.additem 92a8b
+
player.PlaceAtMe 00092A8A
:player.additem 92a8c
+
player.PlaceAtMe 00092A8B
:player.additem 92a8d
+
player.PlaceAtMe 00092A8C
:player.additem 92a8e
+
player.PlaceAtMe 00092A8D
:player.additem 92a8f
+
player.PlaceAtMe 00092A8E
  +
player.PlaceAtMe 00092A8F
; #Live & Love
 
  +
; Live & Love
:player.additem 184da7
 
:player.additem 184db9
+
player.PlaceAtMe 00184DA7
:player.additem 184dc6
+
player.PlaceAtMe 00184DB9
:player.additem 185cc2
+
player.PlaceAtMe 00184DC6
:player.additem 185ccd
+
player.PlaceAtMe 00185CC2
:player.additem 1c2e24
+
player.PlaceAtMe 00185CCD
:player.additem 1c2e26
+
player.PlaceAtMe 001C2E24
:player.additem 1c2e28
+
player.PlaceAtMe 001C2E26
:player.additem 1d1cd6
+
player.PlaceAtMe 001C2E28
  +
player.PlaceAtMe 001D1CD6
; #Massachusetts Surgical Journal
 
  +
; Massachusetts Surgical Journal
:player.additem 8e74b
 
:player.additem 8e74c
+
player.PlaceAtMe 0008E74B
:player.additem 8e74d
+
player.PlaceAtMe 0008E74C
:player.additem 8e74e
+
player.PlaceAtMe 0008E74D
:player.additem 8e74f
+
player.PlaceAtMe 0008E74E
:player.additem 8e750
+
player.PlaceAtMe 0008E74F
:player.additem 8e751
+
player.PlaceAtMe 0008E750
:player.additem 1d1f53
+
player.PlaceAtMe 0008E751
:player.additem 1d1f55
+
player.PlaceAtMe 001D1F53
  +
player.PlaceAtMe 001D1F55
; #Tales of a Junktown Jerky Vendor
 
  +
; Tales of a Junktown Jerky Vendor
:player.additem 92a63
 
:player.additem 92a64
+
player.PlaceAtMe 00092A63
:player.additem 92a65
+
player.PlaceAtMe 00092A64
:player.additem 92a66
+
player.PlaceAtMe 00092A65
:player.additem 92a67
+
player.PlaceAtMe 00092A66
:player.additem 92a68
+
player.PlaceAtMe 00092A67
:player.additem 92a69
+
player.PlaceAtMe 00092A68
:player.additem 92a6a
+
player.PlaceAtMe 00092A69
  +
player.PlaceAtMe 00092A6A
; #Tesla Science Magazine
 
  +
; Tesla Science Magazine
:player.additem 92a78
 
:player.additem 92a79
+
player.PlaceAtMe 00092A78
:player.additem 92a7a
+
player.PlaceAtMe 00092A79
:player.additem 92a7b
+
player.PlaceAtMe 00092A7A
:player.additem 92a7c
+
player.PlaceAtMe 00092A7B
:player.additem 92a7d
+
player.PlaceAtMe 00092A7C
:player.additem 92a7e
+
player.PlaceAtMe 00092A7D
:player.additem 92a7f
+
player.PlaceAtMe 00092A7E
:player.additem 92a80
+
player.PlaceAtMe 00092A7F
  +
player.PlaceAtMe 00092A80
; #Tumblers Today
 
  +
; Tumblers Today
:player.additem 92a6d
 
:player.additem 92a6f
+
player.PlaceAtMe 00092A6D
:player.additem 92a70
+
player.PlaceAtMe 00092A6F
:player.additem 92a71
+
player.PlaceAtMe 00092A70
:player.additem 92a72
+
player.PlaceAtMe 00092A71
  +
player.PlaceAtMe 00092A72
; #Unstoppables
 
  +
; Unstoppables
:player.additem 132979
 
:player.additem 135f03
+
player.PlaceAtMe 00132979
:player.additem 135f04
+
player.PlaceAtMe 00135F03
:player.additem 135f05
+
player.PlaceAtMe 00135F04
:player.additem 135f06
+
player.PlaceAtMe 00135F05
:player.additem 135f07
+
player.PlaceAtMe 00135F06
  +
player.PlaceAtMe 00135F07
; #Wasteland Survival Guide
 
  +
; Wasteland Survival Guide
:player.additem 8e75e
 
:player.additem 135f0a
+
player.PlaceAtMe 0008E75E
:player.additem 135f0d
+
player.PlaceAtMe 00135F0A
:player.additem 135f0e
+
player.PlaceAtMe 00135F0D
:player.additem 185cba
+
player.PlaceAtMe 00135F0E
:player.additem 185cbd
+
player.PlaceAtMe 00185CBA
:player.additem 185cc4
+
player.PlaceAtMe 00185CBD
:player.additem 185cca
+
player.PlaceAtMe 00185CC4
:player.additem 185cd8
+
player.PlaceAtMe 00185CCA
  +
player.PlaceAtMe 00185CD8
; #Hot Rodder
 
  +
; Hot Rodder
:player.additem 180a24
 
:player.additem 185cbf
+
player.PlaceAtMe 00180A24
:player.additem 185cd1
+
player.PlaceAtMe 00185CBF
  +
player.PlaceAtMe 00185CD1
; #La Coiffe
 
  +
; La Coiffe
:player.additem 9473e
 
:player.additem 1c63ed
+
player.PlaceAtMe 0009473E
  +
player.PlaceAtMe 001C63ED
; #Picket Fences
 
  +
; Picket Fences
:player.additem 180a36
 
:player.additem 184d8b
+
player.PlaceAtMe 00180A36
:player.additem 184db7
+
player.PlaceAtMe 00184D8B
:player.additem 185cdd
+
player.PlaceAtMe 00184DB7
:player.additem 185cee
+
player.PlaceAtMe 00185CDD
  +
player.PlaceAtMe 00185CEE
; #RobCo Fun
 
  +
; RobCo Fun
:player.additem 184da1
 
:player.additem 184db2
+
player.PlaceAtMe 00184DA1
:player.additem 184dc4
+
player.PlaceAtMe 00184DB2
:player.additem 1c1418
+
player.PlaceAtMe 00184DC4
  +
player.PlaceAtMe 001C1418
; #Taboo Tattoos
 
  +
; Taboo Tattoos
:player.additem 180a2a
 
:player.additem 184d9b
+
player.PlaceAtMe 00180A2A
:player.additem 184da5
+
player.PlaceAtMe 00184D9B
:player.additem 184dc0
+
player.PlaceAtMe 00184DA5
:player.additem 185ce2
+
player.PlaceAtMe 00184DC0
  +
player.PlaceAtMe 00185CE2
; #Total Hack
 
  +
; Total Hack
:player.additem 94734
 
:player.additem 94735
+
player.PlaceAtMe 00094734
:player.additem 94736
+
player.PlaceAtMe 00094735
  +
player.PlaceAtMe 00094736
; #You're SPECIAL!
 
  +
; You're SPECIAL!
:player.additem 1a62d4
 
  +
player.PlaceAtMe 001A62D4
  +
</pre>
 
|}
 
|}
   
 
{| class="wikitable collapsible collapsed"
 
{| class="wikitable collapsible collapsed"
 
! Provides all collectable bobbleheads in the game.
 
! Provides all collectable bobbleheads in the game.
  +
(Bobbleheads spawn under your feet.)
(In order to gain the bobblehead boosts, they must be dropped then picked up.)
 
 
|-
 
|-
 
|
 
|
  +
<pre>
:player.additem 178b51
 
:player.additem 178b52
+
player.PlaceAtMe 00178B51
:player.additem 178b53
+
player.PlaceAtMe 00178B52
:player.additem 178b54
+
player.PlaceAtMe 00178B53
:player.additem 178b55
+
player.PlaceAtMe 00178B54
:player.additem 178b56
+
player.PlaceAtMe 00178B55
:player.additem 178b57
+
player.PlaceAtMe 00178B56
:player.additem 178b58
+
player.PlaceAtMe 00178B57
:player.additem 178b59
+
player.PlaceAtMe 00178B58
:player.additem 178b5a
+
player.PlaceAtMe 00178B59
:player.additem 178b5b
+
player.PlaceAtMe 00178B5A
:player.additem 178b5c
+
player.PlaceAtMe 00178B5B
:player.additem 178b5d
+
player.PlaceAtMe 00178B5C
:player.additem 178b5e
+
player.PlaceAtMe 00178B5D
:player.additem 178b5f
+
player.PlaceAtMe 00178B5E
:player.additem 178b60
+
player.PlaceAtMe 00178B5F
:player.additem 178b61
+
player.PlaceAtMe 00178B60
:player.additem 178b62
+
player.PlaceAtMe 00178B61
:player.additem 178b63
+
player.PlaceAtMe 00178B62
:player.additem 178b64
+
player.PlaceAtMe 00178B63
  +
player.PlaceAtMe 00178B64
  +
</pre>
 
|}
 
|}
   
Line 2,482: Line 2,504:
 
:player.additem 001BEAEE 25; Amontillado Bottle
 
:player.additem 001BEAEE 25; Amontillado Bottle
 
:player.additem 0014DD36 25; Anchorage Veteran's Flag
 
:player.additem 0014DD36 25; Anchorage Veteran's Flag
:player.additem 00600E73 25; Anti Freeze Bottle
+
:player.additem 00060E73 25; Anti Freeze Bottle
 
:player.additem 0001D975 25; Antique Globe
 
:player.additem 0001D975 25; Antique Globe
 
:player.additem 0014DDFC 25; Antique Pocket Watch
 
:player.additem 0014DDFC 25; Antique Pocket Watch
Line 2,604: Line 2,626:
 
:player.additem 0002EF67 25; Deathclaw Hand
 
:player.additem 0002EF67 25; Deathclaw Hand
 
:player.additem 0002D9AC 25; Deflated Kickball
 
:player.additem 0002D9AC 25; Deflated Kickball
:player.additem 0014DD94 25; Delivered Boston Bugle
 
 
:player.additem 0014DD23 25; Derby-Winning Toy Car
 
:player.additem 0014DD23 25; Derby-Winning Toy Car
 
:player.additem 0001F905 25; Desk Fan
 
:player.additem 0001F905 25; Desk Fan
 
:player.additem 001A89A2 25; Desktop Picture Frame
 
:player.additem 001A89A2 25; Desktop Picture Frame
:player.additem 001BD154 25; Detective Case File
 
 
:player.additem 00060E93 25; Dinner Fork
 
:player.additem 00060E93 25; Dinner Fork
 
:player.additem 00060E90 25; Dinner Plate
 
:player.additem 00060E90 25; Dinner Plate
Line 2,657: Line 2,677:
 
:player.additem 000AC8CF 25; Floral Rounded Vase
 
:player.additem 000AC8CF 25; Floral Rounded Vase
 
:player.additem 000AC8E0 25; Floral Vaulted Vase
 
:player.additem 000AC8E0 25; Floral Vaulted Vase
:player.additem 0014DD4A 25; Folded Boston Bugle
 
 
:player.additem 00140AF0 25; Folder
 
:player.additem 00140AF0 25; Folder
 
:player.additem 00140B29 25; Fork
 
:player.additem 00140B29 25; Fork
Line 2,764: Line 2,783:
 
:player.additem 000B91FF 25; Mr. Handy Fuel
 
:player.additem 000B91FF 25; Mr. Handy Fuel
 
; # N
 
; # N
:player.additem 00027F90 25; Napkin
 
 
:player.additem 0015E8F7 25; New Toy Truck
 
:player.additem 0015E8F7 25; New Toy Truck
 
:player.additem 000FCE2F 25; New Toy Car
 
:player.additem 000FCE2F 25; New Toy Car
Line 3,294: Line 3,312:
   
 
==Notes==
 
==Notes==
  +
* Unlike in previous games, using console commands in ''Fallout 4'' does not disable getting achievements.
 
* When adding or removing perks you must add/remove all ranks in order to get the effect of all ranks. E.g. if you add rank 2 Lone Wanderer without adding rank 1 first, then only rank 2 will be in effect.
 
* When adding or removing perks you must add/remove all ranks in order to get the effect of all ranks. E.g. if you add rank 2 Lone Wanderer without adding rank 1 first, then only rank 2 will be in effect.
* While using God Mode "tgm", in Workshop mode resources might seem to be capped to "999", but actually resources are infinite, one can build items requiring more than 999 of any resource (like level 2-3 Stores).
+
* While using God Mode "{{console|tgm}}", in Workshop mode resources might seem to be capped to "999", but actually resources are infinite, one can build items requiring more than 999 of any resource (like level 2-3 Stores).
 
** Additionally, Workshop mode does not remove the perk requirements for building stores, but does remove the cap requirement. However, it does remove the perk requirement for building crafting stations.
 
** Additionally, Workshop mode does not remove the perk requirements for building stores, but does remove the cap requirement. However, it does remove the perk requirement for building crafting stations.
 
* It is possible to add legendary modifiers to items, however no weapon or piece of armor can have more than one legendary stat, and applying a legendary mod to an item that already has one replaces it.
 
* It is possible to add legendary modifiers to items, however no weapon or piece of armor can have more than one legendary stat, and applying a legendary mod to an item that already has one replaces it.
* Using modav CA_affinity to edit a companion's affinity level will not only adjust their current affinity level, but will impact all future instances which change affinity level by the cumulative modav CA_affinity values. For example, if modav CA_affinity 100 is input followed by a "dislike" event, the companions affinity would change by -7.50 + 100.00, causing the companion to gain a net 92.50 affinity, despite a negative event. To prevent this, it is recommended to use setav when modifying affinity, which will not affect affinity changing events. An event will need to be triggered for the change to register (and trigger dialog, etc.) using either setav or modav.
+
* Using {{console|modav CA_affinity}} to edit a companion's affinity level will not only adjust their current affinity level, but will impact all future instances which change affinity level by the cumulative modav CA_affinity values. For example, if {{console|modav CA_affinity 100}} is input followed by a "dislike" event, the companions affinity would change by -7.50 + 100.00, causing the companion to gain a net 92.50 affinity, despite a negative event. To prevent this, it is recommended to use setav when modifying affinity, which will not affect affinity changing events. An event will need to be triggered for the change to register (and trigger dialog, etc.) using either setav or modav.
* If the player uses the sexchange command prior to accessing Kellogg's memories, the part in the Vault while doing so will show both parents holding two Shauns.
+
* If the player uses the {{console|sexchange}} command prior to accessing Kellogg's memories, the part in the Vault while doing so will show both parents holding two Shauns.
* Using player.modav actionpoints can adversely affect the use of the [[Jet pack]] [[Power armor (Fallout 4)|power armor]] mod. Setting the value too high will cause activating the jet boost to instantly drain [[Fusion core (Fallout 4)|fusion core]]s.
+
* Using {{console|player.modav actionpoints}} can adversely affect the use of the [[Jet pack]] [[Power armor (Fallout 4)|power armor]] mod. Setting the value too high will cause activating the jet boost to instantly drain [[Fusion core (Fallout 4)|fusion core]]s.
  +
  +
{{Navbox technical information}}
   
 
[[Category:Fallout 4 technical information|Console commands]]
 
[[Category:Fallout 4 technical information|Console commands]]

Revision as of 23:41, 8 June 2020

 
Gametitle-FO4
Gametitle-FO4

Overview

The console is a debugging tool in the Windows version of Fallout 4. It is useful for altering content while in-game, but may be used to cheat as well. It cannot be used in the game console versions or in Survival mode.

In order to access the console, you will need to use the key appropriate for your language (as shown in the list of console keys).

The HUD will disappear and you will get a prompt (--- |) in the lower left corner of the screen where you can input commands as listed below (The console will also remember any previously entered commands, which you can scroll through with the Up and Down Arrow keys). While the console is open, the game will pause and the camera will freeze. If the left side of the console is not visible, one may need to edit the Fallout4_Default.ini file in the installation folder. Increasing the iConsoleTextXPos variable will move the prompt further right into the field of view. Fallout 4 does not require turning off an Xbox/PS Controller if you are using one, to use the console. If you are using a controller, simply use your keyboard to enable the console.

On commands, targets, shorthands and more

Types

The commands listed on this page will appear in two types and are accordingly formated:

  • target.command – Targeted commands. These will either be listed here with targetID or player as target.
    • Targeted commands also work by selecting the target with the mouse or using prid <refID> before the command.
  • command – Untargeted commands.
  • Some commands will be noted to be able to both be used either with a target or without one, resulting in a global or targeted effect.

Targets

Targeted commands will require a reference as target usually entered before the actual command, as noted by the separating dot in between. For the majority of functions, a Form ID will be needed. For example, if you want your player character (PC) to be the target, you can:

  • Use the PC's reference ID: 00000014. <command>
    • Example: 00000014.additem 000D83BF – Adds 1 Pipe Wrench to the PC's inventory.
  • Left-click on the PC (while the console is open you will be given a cursor to click on objects/characters in the world to select them as targets), at the console's header " 00000014 [EP] will show up, indicating the ID of your PC as target. Now you can enter any targeted command without needing to enter a target as the console will automatically preface it with your selected ID. To deselect your target, simply click on it again and it will disappear from the header.
    • Example: additem 000D83BF
  • Selecting items in difficult environments, and scroll wheel augmented selection: Pointing and left-clicking may not select the expected item when in a crowded environment, or in the presence of items whose boundaries extend beyond their visible edges. When in doubt, verify the selection with non-destructive console commands:
    • After attempting to click on an NPC, the inv (show inventory) command is a convenient validator. If a plausible inventory is shown, it is very likely that the expected NPC was selected.
    • After attempting to click on an arbitrary item, the command modpos z 1 can be used to increase the altitude of the selected item by one unit (a few pixels for nearby items; less for more distant items). If the desired item moves up, the selection was successful. Whether successful or not, always reverse the effect of that command by using the command modpos z -1 before doing anything else. (If the item shimmers or is blurry after modpos z -1, that can be fixed by using a command that will not move the item, like modpos z 0.)
    If the desired item was not selected, rotate the mouse's scroll wheel to select the next item in the scene that falls behind the point that was clicked; the ID shown at the top/middle of the console will change with each increment of rotation. (If the pointer is within the console area, the console text may also scroll, but that is unrelated to the ID shown. Also, when using the scroll wheel to scroll the console text, beware the scroll wheel's dual purpose, because after scrolling, the item you originally selected probably isn't the item that is currently selected, which can lead to terrible mistakes.) For each new ID that appears as the scroll wheel is rotated, use one of the selection verification procedures discussed above until the desired item is found.
  • If the ID of the item is already known, the ambiguity of mouse selection can be avoided by using the command prid 00000014 (Pick Reference ID) to select a target (the player character, in this example). To deselect it, just enter prid.
    • Example: prid 00000014; additem 000D83BF
  • In case of the player character, you can actually just use "player" as a reference ID which the console will automatically convert to 00000014 upon executing the command. This is the only such placeholder in the game, "targetID" is merely a placeholder on this page, to indicate commands which require a target.
    • Example: player.additem 000D83BF

Leading zeroes

Each item, object, character, etc. has an eight character hexadecimal reference ID. When typing IDs, leading zeroes may be omitted.

  • Example: 00000014.additem 000D83BF is the same as 14.additem D83BF.

Multiple commands

You can enter several commands at once to be executed in a row one after the other. Simply separate them with ; between each command, as seen in the below example.

  • Example: prid 00000014; additem 000D83BF

Logic

You can use logical operators in your commands in order to have branching conditions. The syntax to do an if statement in the console is as follows. if <if condition>; <if true>; elseif <elseif condition>; <elseif true>; else; <if false>; endif.

  • Example: if player.GetItemCount f > 300; player.removeItem f 300; player.addItem 1f66c 150; endif
    • f is bottle caps (For bottle caps has the base id of 0000000f; leading zeroes can be omitted)
    • 1f66c is 5mm ammo (ditto)

Explanation:

  1. The amount of money is checked.
    • If the player has more than 300 bottle caps then the if statement is true.
    • Otherwise, the statement is false and nothing happens.
  2. In the if true section the game then removes 300 bottle caps from the player and adds 150 5mm ammo.
    • This is to provide a means of resupply out in the commonwealth.
    • You can change the values or the items to be whatever you want.
  3. In this example, we didn't use the elseif or else blocks because they are optional and not required.
Logical Operators
Operator Meaning
< Less than
<= Less than or equal to
> Greater than; also referred to as more than
>= Greater than or equal to
== Equal to
|| Or
&& And
! Negate

Note: The console is not case-sensitive. While commands listed here contain capitalization for better readability, it doesn't matter how you input them: E.g. tgm, TGM or tGm will all work.

Debugging and mapping

  • help <matchstring> <filter> <form type> – Searches for item IDs, perk names, and even other commands. Use PageUp and PageDown keys or keyboard equivalents to scroll through the console.
    • matchstring: The search term(s).
    • filter: Integer from 0 to 4.
      • 0 – List all results.
      • 1 – List functions.
      • 2 – List settings.
      • 3 – List globals.
      • 4 – List other forms (optional form type, see below for common examples).
    • form type: 4 character form type identifier (used only when using filter value 4, otherwise ignored), e.g.:
      • AMMO - Ammunition. (All items in the Pip-Boy INV/AMMO display are of type AMMO.)
      • ARMO – Armor and clothing. (All items in the Pip-Boy INV/APPAREL display are of type ARMO.)
      • ALCH - Food, drink and chems. (All items in the Pip-Boy INV/AID display are of type ALCH.)
      • BOOK - All magazines, notes, and a few schematics. (Shown in Pip-Boy INV/MISC display.)
      • CELL – Cells of the maps.
      • FACT – Factions.
      • FURN – Furniture. In Workshop mode, some behave normally (118f4b), some can only be scrapped (ab568), while others can't be manipulated at all (db85e).
      • MISC – Miscellaneous items, including all "junk" items. (All items in the Pip-Boy INV/JUNK display are MISC, as are some items in INV/MISC.)
      • NPC_ – NPCs. (Underscore satisfies the 4 character requirement.)
      • KEYM – Keys.
      • OMOD – Item mods.
      • PERK – Perks.
      • QUST – Quests.
      • SPEL - Conditions affecting a character, for better ("Fortify Health"), or worse ("Alcohol Addiction").
      • STAT – Static objects (uses the display name, not the actual model name).
      • WEAP – Weapons. (All items in the Pip-Boy INV/WEAPONS display are of type WEAP.)
    • Example: help leather 0 – This will list everything - item IDs, perk names, and commands - with "Leather" in the name.
    • Example: help "leather armor" 0 – If your search term contains a space, surround it in quotation marks.
    • Example: help raider 4 armo – Lists all armors with "raider" in their name.
    • Example: help "gunner con" 4 npc_ – Lists all NPCs with "gunner con" in their name, like "Gunner Conscript".
  • ClearConsole or clear – Clears the console log.
    • Note: While the command is accepted, it does not clear the console as intended.
  • ShowAllMapMarkers <bool or bool,bool,bool> or tmm <bool or bool,bool,bool>
    • tmm 1 – Enables all locations as discovered to your Pip-Boy with fast travel (Does not update the "locations discovered" statistic in the Pip-Boy 3000 Mark IV).
    • tmm 0 – Disables all map markers.
    • tmm 1,0,1 – Adds all map markers as undiscovered without fast travel.
  • ToggleGodMode or tgm – Gives the player complete immunity to damage, radiation and oxygen starvation underwater. It also gives unlimited ammo and clip, carrying capacity and AP (reloading does use AP with some weapons). RadAway and stimpaks do not work while tgm is active, but power armor fusion cores will still drain, however can be recharged by using the jetpack. In addition, it provides unlimited resources for building items at settlements. Falling from high places will still cause the player to flinch as if taking damage, though no damage will occur, and companions may comment as if you had taken damage as a result.
  • ToggleImmortalMode or timCharacter will still take damage, but health will never reach zero; it does not confer radiation immunity, nor infinite AP or ammo.
    • Warning: This will irreversibly screw up your character should you encounter a kill animation (e.g. Deathclaw evisceration) which can lead to your limbs or head being replaced by gibs causing permanent crippling debuffs (perception or agility at 0), inability to equip gear for the affected slots and all your character's dialogue being skipped (in case of a mauled head). While the visual effects can be solved by entering/exiting power armor, the permanent 0 for SPECIAL stats and your mute player character are impossible to restore and force you to reload a previous save.
  • ToggleCollision or tcl – Enables the player to move in any direction, including through solid objects and/or empty space. (A.K.A. "noclip"). It allows you to "fly" over an area and view it or get unstuck from a location. Make sure to click on an empty space to clear any IDs that are being used in the console for this to work, prid with no parameters also serves the same purpose.
    • Note: You will still be unable to pass outside the invisible walls at the boundaries of the map.
    • Note: While collisions are disabled, NPCs in the area cannot change location; they will try to walk in whatever direction they were going before collisions were disabled, but will only be able to walk in place. Anecdotal evidence suggests that this inability to move may cause their AIs to re-weight the value of the path they were taking, decreasing it over time from a viable path, to a non-viable or undesirable path, which may negatively affect their movement in the future. (An article on NPC AI capabilities and limitations from someone with a solid understanding of the subject would be helpful.)
    • Note: Sometimes this command does not work. If you enter ToggleCollision and nothing happens, simply save your game and quit to the desktop. When you restart the game, the command should work.
  • ToggleGamePause or tgp – Puts the game in a frozen state, even when leaving the console. Useful in combination with tfc and tm to line up perfect screenshots. Type again to resume the game.
  • SetCameraFOV <Third person FOV> <First person FOV> or fov <Third person FOV> <First person FOV> – The angle of the game camera's horizontal Field Of View settings in degrees. Higher values make more of the world around you fit on screen, but also distort the image more.
    • fov or fov 0 0 - Sets both FOVs to the default of 70 degrees.
    • The second argument can be omitted, but this will set the first-person FOV to 70 (which is the default).
    • Warning: This command has been known to mess with the Pip-Boy screen causing it to appear zoomed in too far, blocking your view to the various tabs at the top of the Pip-Boy as well as most items oriented on the left-hand side of the screen. If this problem occurs, you can attempt to remedy this by adjusting the FOV. If adjusting the FOV doesn’t work, you will need to load a previous save, before you altered the FOV settings.
  • ToggleFlyCam or tfc – Decouples the camera from the character, allowing you to move it independently in 3rd person view (limited in range to extent of current uGridsToLoad cells setting)
    • tfc 1 – Additionally freezes all animations, useful for screenshots.
  • SetUfoCamSpeedMult <int> or sucsm <int> – Changes the Freefly camera movement speed.
    • sucsm 10 – Half movement speed.
    • sucsm 20 – Default speed.
    • sucsm 40 – Double movement speed.
  • ToggleMenus or tm – Toggles UI overlay display (including console). This command hides all available menus and User Interface displays. It also hides the console. It does however not disable any menus or UI displays. They will all still accept user interaction or commands. As such the console can be used to enter commands even though they can not be seen. Type tm again to toggle the menus to be visible again.
    • Note: This can be used to hide the UI for screenshots.
  • screenshot – Takes a screenshot without removing any HUD elements. Screenshot is stored in the root "Fallout4.exe" directory, and named "ScreenShot#.png". Use in conjunction with tm to make the console and HUD invisible for a better screenshot.
    • Note: The destination directory and name of screenshot files can be customized by editing (and creating, if necessary) the file "Fallout4Custom.ini" in the same directory as both "Fallout4Prefs.ini" and the "Saves" subdirectory (typically your "Documents\My Games\Fallout4\" directory). In the [Display] section of the file, add a line that starts with sScreenShotBaseName= and concludes with the path to the desired directory and the prefix for screenshot file names.
      • Example: sScreenShotBaseName="C:\Users\JohnDoe\Pictures\Screenshots, Game, Sorted by\Fallout 4\ScreenShot"
        • The final part of the path, ScreenShot, becomes the prefix of screenshot file names. If omitted, the file names will consist only of one or more digits, followed by the ".png" extension. If included, as in this example, the names will begin with "ScreenShot" and end with the usual digits and ".png" extension.
          • The number that will be used in the name of the next screenshot is stored on the iScreenShotIndex= line of the [Display] section of the "Fallout4Prefs.ini" file, found in the same directory as "Fallout4.exe".
        • If the path to the desired directory does not include spaces, or other problematic characters, the surrounding double quotes may be omitted.
  • CharacterLight or cl – Enable/Disable/Edit the rim lighting that is used on character models. Character Light can also be applied to other models that currently do not use it. It can also be removed from models.
  • UpdateGodraySettings or gr – Enable/Disable/Edit God-Ray
  • CenterOnCell <cell edid> or coc <cell edid> – Teleports the player to the specified cell's center.
    • coc PrewarSanctuaryExt01 – Teleports to the pre-war version of Sanctuary Hills from the intro.
    • coc QASmoke – Teleports to a test cell containing most of the items in the game.
    • coc RedRocketExt – Teleports to the Red Rocket truck stop, a gas station between Sanctuary Hills and Concord.
  • SetConsoleOutputFile <filename> or scof <filename> – Writes console output to the specified file.
    • Note: While the command is accepted, no file or contents are ever generated.
  • RunConsoleBatch <filename> or bat <filename> – Executes specified list of commands as defined by a text file (.txt) placed in the game's directory. Only enter the raw name without file type endings.
    • Example: bat testfile to load the contents of 'testfile.txt', placed in the installation directory.
  • tfow - Toggles fog of war on local map.
  • ToggleGrass or tg – Toggles grass display.
  • ToggleTrijuicing or tj – Toggles Trijuicing. [Unknown]
  • ToggleLODLand or tll – Toggles distant LOD display.
  • ToggleSky or ts – Toggles sky display.
  • TogglePreCulling or tpc - Toggles pre-culling.
  • ToggleWaterSystem or tws – Toggles water display. Useful when exploring underwater regions. It time-outs in a few seconds so you have to reenter the command. It also deactivates when you move into another cell.
  • ToggleBorders or tb - Toggles cell and cell quad borders.
  • ToggleWireFrame or twf – Toggles wire frame mode.
  • QuitGame or qqq – "Fast quit", immediately closes the game.
  • ClearScreenBlood or csb – Removes current blood splatter, dust from explosions and similar screen effects.
  • SaveGame <filename> or save <filename> – Creates a save file with the given name.
    • Note: Saved game is not listed in default list of saves. To find the save created with command "SaveGame" you need to select "Load -> Select Character -> Show All Saves".
  • LoadGame <filename> or load <filename> – Loads the entered save file.
  • SetGlobalTimeMultiplier <multiplier> or sgtm <multiplier> – Sets multiplier on in-game time. For example, 1.0 is standard time, 0.5 is slow mo, and 0.25 is even slower.
    • Warning: Can break quite a few things. Safe values are 0 to 25. Above 50 drops framerate and higher crashes the game.
  • cl on or cl off – Turns character lighting on/off which is an artificial light the game applies to characters/creatures.
    • Note: Case sensitive so cl on will work but CL ON will not.
  • cl rim float - Sets the strength of the character lighting. Will have no effect if character lighting is off. Default value is 0.02 and it is also case sensitive.
    • Example: cl rim 0.02

Quests

  • SetStage <QuestID> <Quest stage number> – Moves the quest in your quest log to the indicated quest stage. Recommended command for moving past bugged sections of quests rather than forcing the entire quest to become completed. This command can only set the quest to a further stage; it cannot return you to a stage you have already completed. Input for Quest Stage is an INT; 10, 20, 30, etc.
  • GetStage <QuestID> – Returns the quest's current stage number. Return Value is a 4 digit REAL; 10.00, 20.00, 30.00, etc.
  • sqtShow Quest Target: Generates a list of current quest targets. Can also be used to find Quest IDs.
  • CompleteQuest <QuestID> – Completes the given quest.
  • ResetQuest <QuestID> – Resets the given quest.
    • Warning: This command can potentially break a quest, with no way to move forward on that quest
  • ShowQuestObjectives <QuestID> or sqo <QuestID> – Shows all current quest objectives. If called with no parameters, it will return all quests, completed or otherwise.
  • CompleteAllObjectives <QuestID> – Completes all current objectives for the given quest.
  • caqsComplete 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 <QuestID> or movetoqt <QuestID> – Teleports the player to the quest target.
  • ShowQuestStages <QuestID> or sqs <QuestID> – Used to display all the stages of a quest.
  • ShowQuestVars <QuestID> or sqv <QuestID> - Show variables for a quest by its ID
  • 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> command, or interactively by clicking.

  • targetID.addItem <baseID> <amount> <silent> – Add to the inventory of targetID the item of type <baseID> in the quantity <amount> (or the default, 1). When targetID is the player, the confirmation message is suppressed when <silent> is 1, or shown when 0 or omitted. Use the "help" command to find the base ID.
    • 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 <amount> values are not tolerated, and will crash the game. So, use of addItem with a negative <amount> is no longer an alternative to removeItem.
    • 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" <itemID> <amount> <silent> – Unlike the console's addItem command, the Papyrus ObjectReference.AddItem function accepts either a base ID or a reference ID as its <itemID> parameter. When a reference ID is used, it can move a specific in-game item (for example, a piece of armor lying on the ground, and successfully click-selected in the console) into the inventory of targetID. <itemID> may be entered manually, or the word selected may be used to operate on the console's currently selected item. With a reference ID, <amount> must be 1 or omitted (the default is 1, and any other value is treated as 1). With a base ID, <amount> may be any value greater than zero. When targetID is the player, the confirmation message is suppressed if <silent> is 1 or true; it is shown if <silent> is omitted, 0 or false.
  • targetID.cf "ObjectReference.AttachModToInventoryItem" <itemBaseID> <modBaseID> – Adds to an inventory item of type <itemBaseID> the feature <modBaseID>, where <modBaseID> should specify an applicable "OMOD" item.
    • 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" <itemBaseID> <modBaseID> – Removes from an inventory item of type <itemBaseID> the feature <modBaseID>, where <modBaseID> should specify an "OMOD" item attached to <itemBaseID>. (There is also a more general function, targetID.cf "ObjectReference.RemoveAllModsFromInventoryItem" <itemBaseID>.)
  • targetID.drop <baseID> <amount> – Removes from the inventory of targetID items of type <baseID> in the quantity <amount>. The removed items fall to the ground near targetID.
  • targetID.removeItem <baseID> <amount> – Removes from the inventory of targetID items of type <baseID> in the quantity <amount>. The removed items are destroyed.
  • targetID.removeAllItems <recipientRefID> – Removes all items from the inventory of targetID. If the optional <recipientRefID> parameter is supplied, the removed items will be added to the inventory of <recipientRefID>; if the parameter is omitted, the items are destroyed. <recipientRefID> may be the reference ID of a container, NPC, or the player.
    • Example: targetID.removeAllItems player – The entire inventory of targetID is transferred to the player's inventory.
  • targetID.showInventory <showArmorMods> or targetID.inv <showArmorMods> – Lists the inventory of targetID as a series of item quantities, names, and base IDs. Equipped items are listed as "Worn". If the optional parameter <showArmorMods> is 1, all armor items include a sub-list of attached mods.
  • targetID.equipItem <baseID> – Equips targetID with an item of type <baseID> from its inventory. (When targetID is player, this command can be useful for equipping items that don't appear in the Pip-Boy inventory.)
  • targetID.unequipItem <baseID> – Unequips an item of type <baseID> from targetID. (When targetID is player, this command can be useful for unequipping inaccessible items, such as the Pip-Boy.)
  • 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 travelling 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. Useful for addressing glitches. The player's inventory will remain unchanged except a Vault 111 suit will be added and equipped.
    • Using the command on a companion will cause him/her/it to respawn on 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).
    • Automatron (add-on) 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 a 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 <baseID> <bool> – Allows an NPC to be permanently killed or alternatively - unable to be killed, depending on the value used (see below). Trying to set an NPC that is already "essential" (or not) to the same value they already had using this command doesn't do anything.
    • Note: As this requires the NPC's Base 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 Base 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 <baseID> 0 – Allows the NPC to be permanently killed.
    • setessential <baseID> 1 – Sets them to be unkillable.
  • 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.

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 <faction id> <0 or 1> – Adds target to faction, needs to be used with a prefix or target, e.g player.AddToFaction 0001c21c 1 to add yourself to the player faction. 0=friend, 1=ally.
  • targetID.RemoveFromFaction <faction id> – Removes target from faction, needs to be used with a prefix or target
  • 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 them.
  • setally <faction id> <faction id> <0 or 1> <0 or 1> – Makes two factions friendly with each other. 0=friend, 1=ally
  • setenemy <faction id> <faction id> <0 or 1> <0 or 1> – Makes two factions enemies with each other. 0=neutral, 1=enemy

Stats and character manipulation

  • player.GetValue <character variable> or player.getav <character variable> – Prints a report of the current value of a given variable to the console. See list of character variables in this section for examples of what can be used here.
  • player.SetValue <character variable> or player.setav <character variable> <amount> – Sets actor values to a given amount (S.P.E.C.I.A.L., skills, experience, resistances, action points, health, etc). Using setav will affect the perk chart and unlock new perks for the player to select from.
    • Example: player.setav speedmult 100 (default)
  • player.ModValue <character variable> or player.modav <character variable> <amount> – Modify an actor value. S.P.E.C.I.A.L. set using "modav" will change in the Pip Boy but will not affect the Perk chart - use "setav" for this instead. The value will max out at its normal maximum value. A negative number lowers the variable.
    • Example player.modav experience <amount>
    • 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 <character variable> or player.forceav <character variable> <amount> – Force a value.
    • 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 <perk ID> – Adds a specific perk and its rank. For a list of perks see Fallout 4 perks.
    • 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 <perk ID> – Removes a specified perk.
    • 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" <int> – Adds the specified number of Perk Points, they can be spent in the standard perk chart.
  • CGF "Game.RewardPlayerXP" <int> – Rewards player the specified number of experience points.
  • 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 <level> – Set level. Note that this cannot be used to level your character down.
  • advancepcskill <advskill> – Advance a point on a specific skill branch.
  • showlooksmenu <id> 1 or slm <id> 1 – Edit target's appearance.
    • 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 <string> – Show game settings value.
  • player.resethealth – Refills health bar, leaves radiation sickness.
  • setgs fJumpHeightMin <value> – Allows you to set the value for your jump. The higher the number, the higher the jump. Be careful as jumping too high will cause fall damage.
    • Example: setgs fJumpHeightMin 90 (default)
  • setgs fjumpfallheightmult <value> - Allows you to set the multiplier for receiving fall damage. Higher numbers will increase falling damage, zero will completely remove falling damage.
    • Example: setgs fjumpfallheightmult 0.1 (default)
  • setgs fjumpfallheightmin <value> - Allows you to set the minimum distance you must fall before beginning to take fall damage. The lower the number the shorter the distance. Setting this value below your jump height will cause you to take fall damage from jumping.
    • Example: setgs fjumpfallheightmin 600 (default)
  • player.moveto <targetID> – Move to the NPC or item.
  • targetID.moveto player – Moves the NPC or item to the player.
    • Example: 0003eff3.moveto player – Moves "Rylee" to the player
  • player.setrace <race id> – Changes the race of the player. Can be used to change into a Ghoul, Super Mutant, or a Synth. You can find a list of the race ID's using the help function.
    • 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.

  • 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.

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 <ref_id> to select an object.

  • GetPlayerGrabbedRef – Gives reference ID of currently held Item (To grab, press and hold E on item and then type command in console)
  • PickRefById <ref_id> or PRID <ref_id> – Same as clicking on a target to select its ID. Useful for manually selecting world items (such as player grabbed items) if the mouse cannot select it. Also, execute (multiple) commands on "invisible" or unreachable targets.
    • 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 <base_id> <count> <distance> <direction> or pt <base_id> <count> <distance> <direction> - Spawns an object where the cursor is placed, in the direction the player is facing. Very useful for precisely placing objects not usually available in the workshop, and allows more control over using player.PlaceAtMe. The same rules for spawning weapons that will not work apply here as well.
    • Note: It seems the distance and direction parameters don't affect the way objects are spawned. Please update thisif you can get them to work properly.
    • Example: pt 34a3f will spawn a toilet directly in front of the player.
  • disable – Hides the selected reference object.
  • enable – Shows the selected reference object.
  • player.PlaceAtMe <base_id> <stack amount> <quality> – Spawn an character/creature/item/Static Object on top of the player. While the console is open, you may also use reference targets, then simply use "placeatme" without a prefix to spawn on top of the target. Stack amount defaults to 1 and can be omitted.
    • Note: If this command is used on a weapon or armor, you will not be able to pick it up. Use player.addItem. If 'placeatme' is used without a prefix, the item will be spawned in the vicinity of the player.
    • Example: player.placeAtMe dedeb will spawn 1 BOS uniform and work properly. player.placeAtMe df42e will spawn 1 combat rifle, and will not work properly. player.placeAtMe 1db4c 1 to spawn 1 Deathclaw on top of you.
  • SpawnDupe – Spawn exactly one duplicate of the selected reference. World objects that contain multiples will only duplicate a single item. E.g. A box of shotgun shells containing 3 shells will only duplicate a box containing 1 shell.
    • If you spawn a duplicate NPC, it will only duplicate whatever items they had in their inventory originally. (E.g. Spawn a settler that has different armor or weapon equipped). Also, if you duplicate a settler, they will have to be assigned to a settlement. It is similar to generating a new settler from the console.
    • Warning: Do not spawn duplicate quest targets or unique NPCs/items. This may lead to unforeseen bugs and/or game crashes.
    • Warning: Spawning duplicate containers or static objects (or anything that needs to align sensibly with the rest of the world) is problematic, because items spawn at random angles on their X, Y and Z axes, and at different coordinates from the original. The problem of the random angles is solved by using three sets of commands: getangle z, followed by spawndupe; plr, and then setangle x 0; setangle y 0; setangle z <Good_Z_Angle> where, for "<Good_Z_Angle>", one enters the number returned by the getangle z command. (Combining the last two commands sets is tempting, however not all commands take effect in the order they are issued. Issuing the command sets separately avoids that problem.) For some purposes, this result is sufficient, especially given the ease of altering item altitudes using modpos z <offset> or setpos z <altitude>. However, if the duplicated item's X and Y coordinates must be changed to align it with another item (usually the original), then knowledge of item dimensions and trigonometry are required.
    • Warning: Spawning a duplicate of a light-emitting item, creates a duplicate of the item, but not its glow (the light it is meant to emit). The problem, at least where electric lights using radiant power in settlements are concerned, is eventually solvable through a combination of using workshop mode to move the duplicated, glow-free light next to a light that is already glowing until the duplicated light also starts glowing, then cancelling the move to return the duplicated light to its original position. Even so, that may only be enough to turn-on a light that was off; it may, or may not, acquire and retain its glow. Subsequently moving far away from the settlement (fast traveling to a distant settlement is a good choice), then returning, usually resolves any remaining issues. If not, repeated application of these steps should, eventually, resolve all the issues.
  • attachMod <Mod_ID> or amod <Mod_ID> – Adds a mod onto the selected item.
  • removeMod <Mod_ID> or rmod <Mod_ID> – Removes a mod from the selected item.
  • setScale <decimal> – Set the scale of an item in game. It's usually required to "disable" then "enable" the item for the new scaling to fully take place.
    • Warning: Using this command to change your character's size while wearing power armor may cause you to lose all equipped armor and clothing as well as your Pip-Boy, which cannot be recovered by any known means other than loading a previous save.
    • Note: Be careful when using setscale to large numbers like 10. You may seem big and powerful, but a very small drop-off (in comparison to your size) will be fatal. Cliffs look very tiny from 50 feet up, but still kill you as if you were normal size. Additionally cells will still only load as if you were normal size, and moving through un-spawned cells can crash the game. It is suggested to use the no-clip command tcl to prevent falling.
  • getScale – Prints out the scale of the item in the console.
  • getPos <axis> – Prints out the current position of the object along a given axis (x|y|z)
  • setPos <axis> <decimal> – Sets the position of the item along a given axis (x|y|z)
    • Appears to make some items disapear.
  • modPos <axis> <decimal> – Adjusts the position of the item along a given axis by a given amount.
  • lock and unlock – Lock/Unlock doors, safes, terminals or any other locked container. Other lock states can also be set with special values. Unlock will not work on doors that are "locked from the other side". You will first need to press the left mouse button on the item in order to identify what to lock/unlock.
    • Values between lock 1 and lock 100 set the difficulty to that of the Lockpick skill (0-25 novice, 26-50 advanced, 51-75 expert, 76-100 master).
    • lock 0 – Lock using the previous type of lock it had, or novice if it had none.
    • lock -1 or lock 255 – "Requires Key"
    • lock -2 or lock 254 – "Inaccessible"
    • lock -3 or lock 253 – "Requires Terminal"
    • lock -4 or lock 252 – "Chained"
    • lock -5 or lock 251 – "Barred"
  • activate – Activate an item, say a door, that is normally operated by a switch
    • Example: prid 1870D2; activate player; – Manually triggers the UFO Fly By scene for the player. Use with caution.
  • markForDelete – Similar to disable, will delete any item from the game, removing it permanently. It may disappear immediately, or it may require you to exit and re-enter the area.
    • Warning: This console command can remove important parts of the map, NPCs or even the player. Use with extreme caution.
  • setOpenState <int> – Similar to activate, but will open and close it without the player having to use it.
    • setOpenState 0 – Closed.
    • setOpenState 2 – Open.
  • setOwnership – Make the item yours. (for instance a cabinet or a bed)
  • setAngle <axis> <degrees> – Rotate/level an object (typically one that was placed with placeatme) on the 'X', 'Y' and 'Z' axis. Commonly used after placing a Power armor frame before attempting to enter the frame, so that the player doesn't freeze (a bug), by clicking on the frame, and setting the X and Y axis angle values to 0.
  • getAngle <axis> – Get Rotation angle of an object on the 'X', 'Y' or 'Z' axis; prints the angle degrees on the console. Useful to align building items with other building items, usually with the Z axis, when preparing to use setangle.
  • modAngle <axis> <degrees> – Adjusts the angle of the item along a given axis by a given amount.
  • player.moveTo <ref_id> – Move the player to an object.
  • set timescale to <scale> – Sets the timescale, the ratio determining how fast game time moves relative to real time.
    • set timescale to 20 – 20 seconds pass in game for every second in real time (default setting).
    • set timescale to 1 – 1 second passes in game for every second in real time.
    • set timescale to 0 – Stops time of day.
    • show timescale Used without parameters returns the current timescale setting (doesn't always work).
    • Warning: Altering the timescale will cause the game to crash if NPCs spawned using placeleveledactoratme or moveto player enter into combat.
    • Note: A timescale of 0 will prevent actors to cross cell borders.
    • Note: Reducing the game timescale reduces fast travel time as well.
  • set gamehour to <time> – Sets the gamehour to the entered value. Change applies only when player unpauses the game. Before making any changes to the gamehour, using GetCurrentTime or Show GameHour might be useful.
  • set gameday to <day> - sets the current day of the current month. set gameday 1 would set it to the 1st of the month. Avoid 31 as this will corrupt your game if the month lacks a 31st day. Use Show GameDay to find the current day of the month.
  • set gameyear to <year> - Example: set gameyear to 2289. Don't go before 2287, or you risk corrupting your game.
  • fDiffMultLegendaryChance_<difficulty string> – You can temporarily increase the chance of legendary enemies through the console, which does not affect the difficulty.
    • fDiffMultLegendaryChance_VE – Very Easy
    • fDiffMultLegendaryChance_E – Easy
    • fDiffMultLegendaryChance_N – Normal
    • fDiffMultLegendaryChance_H – Hard
    • fDiffMultLegendaryChance_VH – Very Hard
    • fDiffMultLegendaryChance_SV – Survival chance of legendary enemies.
  • forceweather <WeatherID> or fw <WeatherID> – Instantly changes the weather.
  • setweather <WeatherID> or sw <WeatherID> – Sets the weather to change gradually.

Weather IDs

Settlements

Settlers

player.placeatme 20593 will spawn a settler. Settlers spawned this way must be moved to a settlement via the Workshop interface (default is "R" on PC) before they can be assigned to work.

  • Note: - A settler spawned like this can be assigned to a supply line and home of an existing settler (if done in that order) to take over that supply line. This can be done to fix bugged supply lines when the original settler can't be found.

For those with the Far Harbor DLC, you can replace 00020593 with xx01054D to spawn the Far Harbor variant of a settler. This settler will have different randomized looks from the Commonwealth settlers and will have generic dialogue specific to Far Harbor. The xx is based off the load order - 01 if Far Harbor is the first loaded add-on, 02 if the second, etc. If this fails, replace the xx with 10, 20, 30, etc, depending on the load order.

player.placeatme c1aeb - will let you place a workbench anywhere that can be used to build a settlement. Note: Currently there is no known way to get settlers to move to your new settlement (other than sending them from another settlement). To start building it is necessary to activate god mode (tgm) after placing the Workbench. If placed near enemies, kill all surrounding enemies. You can sometimes get the placed workbench to work without going into god mode.

setpv bCommandable 1 - This should allow you to be able to command a settler, such as a child who is normally not commandable.

setpv bAllowMove 1 - This should allow you to move a settler who is normally not movable, such as Marcy Long to another settlement.

setpv bAllowCaravan 1 - This should allow you to force a normally not movable settler to become a caravan.

  • Note: You will need to fast travel away from and back to the settlement for these above three commands to take effect.

scrapall - Scraps all eligible references in the loaded area.

  • Warning: scrapall should only be used after entering and exiting the workshop. Do this every time you use this command or items in other areas may also be scrapped, such as the doors to the basement in The Castle, for example. You will be unable to enter these areas if they are deleted. Be very careful when using this.
  • Note: Even if entering and exiting the workshop, the scrapall command may scrap other objects in loaded areas outside the intended area. Objects such as bobbleheads, perk magazines, farm plants and electrical wires. This is most notable when using scrapall in the Red Rocket truck stop. Some objects closest to Red Rocket in Sanctuary will also be scrapped. This causes a bug where the game crashes directly to desktop on PC when attempting to manually scrap/store some indirectly affected objects such as electrical connection points that are missing wires.

Modifying workshops

These commands modify settlement workshops, which can have an impact on the rest of the settlement.

To use these commands target the workshop with your console open. Or, you can use prid to target a settlement from the following list.

Size Budget

The size budget is a combination of triangle counts and draw calls and is configured for each settlement. Each object the player creates in the settlement will use a portion of both in the budget, with more complex objects using up more. The budget itself is tracked as actor values attached to the workbench. Note that in order to use these actor values you must use the numeric id as they do not have a usable console name.

The getav command will allow you to see the current values.

  • getav 348 - Will show the current number of triangles used by the player.
  • getav 34A - Will show the current number of draw calls used by the player.
  • getav 349 - Will show the maximum value of the triangle budget for the settlement.
  • getav 34B - Will show the maximum value of the draw call budget for the settlement.

The setav command will let you change the values.

  • setav 348 <value> - Will set the current number of triangles used by the player.
  • setav 34A <value> - Will set the current number of draw calls used by the player.
  • setav 349 <value> - Will set the maximum value of the triangle budget for the settlement.
  • setav 34B <value> - Will set the maximum value of the draw call budget for the settlement.

The modav command will allow you to increase or decrease the current values. Positive numbers increase value, negative decreases value. Allows the value to change.

  • modav 348 <value> - Will modify the current value of the triangles used by the player.
  • modav 34A <value> - Will modify the current value of the draw calls used by the player.
  • modav 349 <value> - Will modify the maximum value of the triangle budget for the settlement.
  • modav 34B <value> - Will modify the maximum value of the draw call budget for the settlement.

Decreasing the 348 and 34A values or increasing the 349 and 34B values will allow you to build more. Decreasing the 348 and 34A values can also be achieved in-game by using this exploit.

Note: The budgets are there for a reason, to keep players from building overly large settlements that could negatively impact performance. Using these commands to ignore the budgets could have consequences.(the first time you use it nothing might happen but as soon as you leave the settlement area you will not be able to access the area again and the game crashes every time you try to get close to your settlement or even fast travel there.)

Settlement resources

Power

Food

  • getav 331 - Show the current value
  • setav 331 <value> - Adds to the base food value provided by the plant.
    • Note: A settler can only work on 6 Food worth of crops at a time, regardless of how much a single plant may be set to produce. As such, for the ease of assigning settlers, it is not recommended to set this value higher than a total of 6 per crop (e.g., setav 331 5 for mutfruit plants and setav 331 5.5 for any other crops).

Water

  • getav 332 - Show the current value
  • setav 332 <value> - Adds to the base water value provided by the pump or purifier.

Defense

  • getav 333 - Show the current value
  • setav 333 <value> - Sets the defence provided (for turrets), or adds to the base defence value for guard posts/towers.

Note: These commands can be used to make a resource object produce additional resource types. For example, a pump can be made to produce food and defence, as well as water. This will produce food without a settler assigned to it, since the pump does not normally require anyone assigned to it. This can be a useful workaround where building is restricted, for example to provide food at Boston Airport. Be aware that this trick does not necessarily work with all objects. Adding a new resource to an object that isn't already a resource producer means it does not show up in the top bar. Adding power to an object that doesn't have a power connection means the power cannot be used. So power can be added to a power conduit, and this will power things connected to it according to the power value available there, but the top bar will not change.

Beds

In Console Mode, first you need to click on a bed in a settlement.

  • getav 334 - The returned value lets you know if a bed is sheltered ("1.00") or not ("0.00"). Sheltered beds are important to raise the happiness in a settlement.

Happiness

Enter the console command mode and click on the settlement workshop (actual object) before using these commands:

  • getav 00129157 - Show the current Happiness value
  • getav 0012722C - Show the current Bonus Happiness value. Bonus happiness is required to raise settlement Happiness from the cap without it of 80, to 100. This is provided by some crafted stores (check tooltips) and some NPCs: Junkyard dogs, Cats and Gorillas. Also possible from completing some settlement quests. Instead of the workshop, you can click on a specific object to get its individual Bonus Happiness value, for instance clicking on a Gorilla and typing getav 0012722C will return 20.
  • getav 00127238 - Show the current Happiness Target value. Your settlement happiness will gradually assume this value. Great to check how well your settlement is doing.

Modify with these commands:

  • modav 00129157 <value>
  • modav 00127238 <value>

Note: the 'modav' command will add to the existing value. Alternatively, you can use the 'setav' command to set the exact value you want.

Papyrus scripts

The Papyrus scripting engine contains a large number of script functions many of which have no equivalent console command. You can call these functions from within the console using the following console commands.

  • targetID.CallFunction <function> <parameters> or targetID.cf <function> <parameters> – Calls function on referenced target ID.
    • Example: cf "ObjectReference.AttachModToInventoryItem" 536c4 46d90 this will attach the mod "46d90" (heavy armor) to the base item "536c4" (metal chest piece) in the targetID's inventory. You could use this after additem 536c4 to guarantee that at least one metal chest piece in the target's inventory will be the Heavy variant.
    • Function: The console searches for the function on any scripts currently attached to the reference. If multiple scripts are found with the same function, you will have to clarify which script using the "Script.Function" syntax. Make sure to encapsule Script.Function in quotes "".
    • Parameters: These are optional, and can be added if the called function needs them. Up to 10 parameters can be added, each separated by a space. If the parameter contains a space, encapsulate it in quotes "".
  • CallQuestFunction <Quest> <function> <parameters> or cqf <Quest> <function> <parameters> – Calls a function on the specified quest.
  • CallGlobalFunction <"Script.Function"> <parameters> or cgf <"Script.Function"> <parameters> – Calls a global function.
    • Example: cgf "Debug.Notification" "Hello there." will display an ingame notification with the text "Hello there."
    • Note: Unlike CallFunction and CallQuestFunction this command requires that the function uses the "Script.Function" syntax.

Notes

  • Functions called through these commands are not executed instantly. This can affect Batch files. For example, running cf "ObjectReference.RemoveItem" 1 false 536c4 player would move the item 536c4 to the players inventory. If you then ran player.drop 536c4 1 in your batch file, telling the player to drop the item, it would not work because the game engine will execute console commands like drop before running function calls. To alleviate this, you could run the relevant function call instead: player.cf "ObjectReference.DropObject" 536c4 1 and it will be executed in the expected order.

Cheat scripts

On PC, place a text file (.txt) in Steam\Steamapps\Common\Fallout 4 with any or all of the below commands, ending with a semicolon (;) and a new command on each line. To run the script while in-game, open the console and type bat <filename> without the file-type extension. For example, if the file name is "test.txt", simply type bat test in-game to run the script and all of the commands will be applied instantly.

Using player.placeatme 1f8545 will spawn a chest containing every single possible weapon X legendary combination in game. Be aware that the chest spawns each weapon one at a time, making it a very time-consuming process.

Visual bug glitches & annoyances

There is currently a bug going around that involves locking the imagespace mod of the Recon sight and/or the Night vision sight. Use these two codes to correct them.

rimod 00094636;
rimod 002041b6;

To completely disable all imagespace modifiers use the following command:

sisme 0;

This will disable all image space modifications which can hide some effects that tend to be more of an annoyance than a benefit (i.e. extreme brightness or blurriness when going stealth).

Notes

  • Unlike in previous games, using console commands in Fallout 4 does not disable getting achievements.
  • When adding or removing perks you must add/remove all ranks in order to get the effect of all ranks. E.g. if you add rank 2 Lone Wanderer without adding rank 1 first, then only rank 2 will be in effect.
  • While using God Mode "tgm", in Workshop mode resources might seem to be capped to "999", but actually resources are infinite, one can build items requiring more than 999 of any resource (like level 2-3 Stores).
    • Additionally, Workshop mode does not remove the perk requirements for building stores, but does remove the cap requirement. However, it does remove the perk requirement for building crafting stations.
  • It is possible to add legendary modifiers to items, however no weapon or piece of armor can have more than one legendary stat, and applying a legendary mod to an item that already has one replaces it.
  • Using modav CA_affinity to edit a companion's affinity level will not only adjust their current affinity level, but will impact all future instances which change affinity level by the cumulative modav CA_affinity values. For example, if modav CA_affinity 100 is input followed by a "dislike" event, the companions affinity would change by -7.50 + 100.00, causing the companion to gain a net 92.50 affinity, despite a negative event. To prevent this, it is recommended to use setav when modifying affinity, which will not affect affinity changing events. An event will need to be triggered for the change to register (and trigger dialog, etc.) using either setav or modav.
  • If the player uses the sexchange command prior to accessing Kellogg's memories, the part in the Vault while doing so will show both parents holding two Shauns.
  • Using player.modav actionpoints can adversely affect the use of the Jet pack power armor mod. Setting the value too high will cause activating the jet boost to instantly drain fusion cores.