Fallout中文維基
Fallout中文維基

概述[]

控制台是輻射4的Windows版本中的調試工具。它對於在遊戲中更改內容很有用,但也可用於作弊。它無法在遊戲的主機版本或生存模式中訪問。

為了訪問控制台,你需要使用適合你的語言的密鑰(如控制台關鍵詞列表所示)。

HUD將消失,你將在屏幕左下角看到提示 (--- |),你可以在其中輸入以下命令(控制台還將記住任何以前輸入的命令,你可以使用向上和向下箭頭鍵滾動)。控制台打開時,遊戲將暫停,視角將凍結。如果控制台左側不可見,可能需要編輯安裝文件夾中的 Fallout4_Default.ini文件。增加iConsoleTextXPos變量會將提示進一步向右移動到視野中。如果你正在使用Xbox/PS控制器,則輻射4不需要關閉該控制器即可使用控制台。如果你使用的是控制器,只需使用鍵盤啟用控制台即可。

命令,目標,簡寫等等[]

類型[]

此頁面上列出的命令將以兩種類型出現,並相應地格式化:

  • target.command – 目標命令。這些將在此處以targetIDplayer作為目標列出。
    • 目標命令也可以通過用滑鼠選擇目標或在命令前使用prid <refID>來工作。
  • command – 非目標命令。
  • 將注意到一些命令既可以與目標一起使用,也可以不與目標一起使用,從而產生全局或目標效果。

目標[]

目標命令將需要一個引用作為目標,通常在實際命令之前輸入,如中間的分隔點所示。對於大多數功能,將需要Form ID。例如,如果你希望你的玩家角色(PC)成為目標,你可以:

  • 使用PC的reference ID: 00000014. <command>
    • 例子: 00000014.additem 000D83BF – 將1個管道扳手添加到PC的庫存中。
  • 左鍵點擊PC(當控制台打開時,你將獲得一個光標來單擊世界中的對象/角色以將它們選擇為目標),在控制台的標題處" 00000014 [EP]將顯示,指示你的PC的ID作為目標。現在你可以輸入任何目標命令而無需輸入目標,因為控制台會自動在其前面加上你選擇的ID。要取消選擇你的目標,只需再次單擊它,它就會從標題中消失。
    • 例子: additem 000D83BF
  • 在困難的環境中選擇物品,以及滾輪增強選擇:在擁擠的環境中或存在邊界超出其可見邊緣的物品時,指向和左鍵單擊可能無法選擇預期的物品。如有疑問,請使用非破壞性控制台命令驗證選擇:
    • 在嘗試點擊NPC後,inv(顯示庫存)命令是一個方便的驗證器。如果顯示了合理的清單,則很可能選擇了預期的NPC。
    • 嘗試單擊任意物品後,可以使用命令modpos z 1將所選項目的高度增加一個單位(附近物品的幾個像素;更遠的物品更少)。如果所需的物品向上移動,則選擇成功。無論成功與否,在執行任何其他操作之前,始終使用命令modpos z -1來反轉該命令的效果。(如果物品在modpos z -1之後閃爍或模糊,可以使用不會移動物品的命令來修復,例如modpos z 0。)
    如果未選擇所需的物品,請旋轉滑鼠滾輪以選擇場景中位於單擊點後面的下一個物品;控制台頂部/中部顯示的ID將隨著每次旋轉增量而變化。(如果指針在控制台區域內,控制台文本也可能滾動,但這與顯示的ID無關。另外,當使用滾輪滾動控制台文本時,請注意滾輪的雙重用途,因為滾動後,你最初選擇的物品可能不是當前選擇的物品,這可能會導致嚴重的錯誤。)對於在旋轉滾輪時出現的每個新ID,使用上面討論的選擇驗證程序之一,直到找到所需的物品。
  • 如果物品的ID已知,則可以使用命令prid 00000014避免滑鼠選擇的歧義(Pick Reference ID)去選擇一個目標(玩家角色,在本例中)。要取消選擇它,只需輸入prid
    • 例子: prid 00000014; additem 000D83BF
  • 對於玩家角色,你實際上可以只使用「玩家」作為reference ID,控制台會在執行命令時自動轉換為00000014。這是遊戲中唯一這樣的占位符,"targetID"只是這個頁面上的一個占位符,表示需要目標的命令。
    • 例子: player.additem 000D83BF

前導零[]

每個物品、對象、字符等都有一個八字符的十六進制reference ID。 鍵入ID時,可以省略前導零。

  • 例子: 00000014.additem 000D83BF是等同於14.additem D83BF

多個命令[]

你可以一次輸入多個命令,以便一個接一個地連續執行。只需在每個命令之間用;分隔它們,如下例所示。

  • 例子: prid 00000014; additem 000D83BF

邏輯[]

你可以在命令中使用邏輯運算符以獲得分支條件。在控制台中執行if語句的語法如下。if <if condition>; <if true>; elseif <elseif condition>; <elseif true>; else; <if false>; endif.

  • 例子: if player.GetItemCount f > 300; player.removeItem f 300; player.addItem 1f66c 150; endif
    • f是瓶蓋(對於瓶蓋,form id為0000000f;前導零可以省略)
    • 1f66c是5mm子彈(同上)

解釋:

  1. 錢的數額是經過檢查的。
    • 如果玩家有超過300個瓶蓋,則if語句為真。
    • 否則,該語句是錯誤的,並且沒有任何反應。
  2. if true部分,遊戲會從玩家身上移除300個瓶蓋並添加150個5mm子彈。
    • 這是為聯邦提供補給的一種手段。
    • 你可以將值或項目更改為您想要的任何內容。
  3. 在此示例中,我們沒有使用elseifelse塊,因為它們是可選的且不是必需的。
邏輯運算符
操作符 含義
< 少於
<= 小於或等於
> 大於;也稱為多於
>= 大於或等於
== 等於
||
&&
! 否定

注意:控制台不區分大小寫。雖然此處列出的命令包含大寫以提高可讀性,但你如何輸入它們並不重要: 例如tgmTGMtGm都可以使用。

調試和映射[]

  • help <matchstring> <filter> <form type> – 搜索物品ID、輔助能力名稱,甚至其他命令。使用PageUpPageDown鍵或等效鍵盤來滾動控制台。
    • matchstring: 搜索詞。
    • filter: 從0到4的整數。
      • 0 – 列出所有結果。
      • 1 – 列出函數
      • 2 – 列出設置
      • 3 – 列出全局變量
      • 4 – 列出其他表單(可選表單類型,常見示例見下文)。
    • form type: 4 個字符的表單類型標識符(僅在使用過濾器值4時使用,否則忽略),例如:
      • AMMO - 彈藥。(嗶嗶小子INV/AMMO 顯示中的所有項目都是AMMO類型。)
      • ARMO – 盔甲和衣服。 (嗶嗶小子INV/APPAREL顯示中的所有項目都是ARMO類型。)
      • ALCH - 食物、飲料和藥品。 (嗶嗶小子INV/AID顯示中的所有項目都是ALCH類型。)
      • BOOK - 所有雜誌、筆記和一些設計圖。(嗶嗶小子INV/MISC中顯示。)
      • CELL – 地圖的單元格。
      • FACT – 派系。
      • FURN – 家具。在Workshop模式下,有些行為正常(118f4b),有些只能報廢(ab568),而有些則根本無法操作(db85e)。
      • MISC – 雜項,包括所有"垃圾"物品。 (嗶嗶小子INV/JUNK顯示中的所有項目都是MISC,INV/MISC 中的某些項目也是如此。)
      • NPC_ – NPC。 (下劃線滿足4個字符的要求。)
      • KEYM – 鑰匙。
      • OMOD – 物品模組。
      • PERK – 輔助能力。
      • QUST – 任務。
      • SPEL - 影響角色的條件,更好(「強化生命值」),或更壞(「酒精成癮」)。
      • STAT – 靜態對象(使用顯示名稱,not實際模型名稱)。
      • WEAP – 武器。 (嗶嗶小子INV/WEAPONS顯示中的所有項目都是WEAP類型。)
    • Example: help leather 0 – 這將列出所有內容 - 物品ID、輔助能力名稱和命令 - 名稱中帶有「Leather」。
    • Example: help "leather armor" 0 – 如果你的搜索詞包含空格,請將其括在引號中。
    • Example: help raider 4 armo – 列出所有名稱中帶有「raider」的盔甲。
    • Example: help "gunner con" 4 npc_ – 列出名稱中帶有「gunner con」的所有NPC,例如「Gunner Conscript」。
  • ClearConsoleclear – 清除控制台日誌。
    • 注意: 當命令被接受時,它不會按預期清除控制台。
  • ShowAllMapMarkers <bool or bool,bool,bool>tmm <bool or bool,bool,bool>
    • tmm 1 – 啟用你的嗶嗶小子發現的所有位置,快速旅行(不更新嗶嗶小子3000 Mark IV中的「發現位置」統計信息)。
    • tmm 0 – 禁用所有地圖標記。
    • tmm 1,0,1 – 在沒有快速旅行的情況下將所有地圖標記添加為未發現。
  • ToggleGodModetgm – 使玩家完全免疫傷害、放射線和水下缺氧。它還提供無限的彈藥和彈夾,承載能力AP(一些武器重新裝填會使用AP)。消輻寧治療針tgm處於活動狀態時無效。動力裝甲核融合核心仍然會耗盡,但可以使用噴氣背包充能。此外,它還為在定居點中建造物品提供了無限資源。從高處墜落仍然會導致玩家像受到傷害一樣退縮,但不會造成傷害,並且同伴可能會評論說你因此受到傷害。
  • ToggleImmortalModetim角色仍然會受到傷害,但生命值永遠不會歸零;它不賦予輻射免疫力,也不賦予無限的AP或彈藥。
    • 警告: 如果你遇到殺戮動畫(例如 死亡爪掏膛),這將不可逆轉地弄亂你的角色,這可能導致你的四肢或頭部被碎片取代,從而導致永久性致殘減益(感知或敏捷為0),對於受影響的插槽裝備無法裝備和你角色的所有對話被跳過(如果頭部受傷)。雖然視覺效果可以通過進入/退出動力裝甲來解決,但特殊屬性的永久0和你的靜音玩家角色無法恢復並迫使你重新加載以前的存檔。
  • ToggleCollisiontcl – 使玩家能夠向任何方向移動,包括穿過固體物體和/或空白空間。(A.K.A. "noclip")。它允許你「飛」過一個區域並查看它或從某個位置解開。確保單擊空白區域以清除控制台中正在使用的任何ID以使其正常工作,不帶參數的prid也可用於相同目的。
    • 注意: 你仍然無法通過地圖邊界處的隱形牆。
    • 注意: 禁用碰撞時,區域內的NPC無法更改位置;他們將嘗試在碰撞被禁用之前向任何方向行走,但只能原地行走。軼事證據表明,這種無法移動可能會導致他們的AI重新加權他們所走路徑的價值,隨著時間的推移將其從可行的路徑降低到不可行或不受歡迎的路徑,這可能會對他們將來的移動產生負面影響。(一篇關於NPC AI功能和限制的文章來自對該主題有深入了解的人會有所幫助。)
    • 注意: 有時此命令不起作用。 如果你輸入ToggleCollision並且沒有任何反應,只需保存你的遊戲並退出到桌面即可。當你重新啟動遊戲時,該命令應該可以工作。
  • ToggleGamePausetgp – 將遊戲置於凍結狀態,即使離開控制台也是如此。與tfc和tm結合使用可用於排列完美的屏幕截圖。再次輸入以恢復遊戲。
  • SetCameraFOV <Third person FOV> <First person FOV>fov <Third person FOV> <First person FOV> – 遊戲攝像機水平的角度Field OfView 以度為單位設置。較高的值會使你周圍的世界更適合屏幕,但也會使圖像更加扭曲。
    • fovfov 0 0 - 將兩個FOV設置為默認值70度。
    • 第二個參數可以省略,但這會將第一人稱FOV設置為70(這是默認值)。
    • 警告: 眾所周知,此命令會干擾嗶嗶小子屏幕,導致它看起來放大得太遠,阻止你查看嗶嗶小子屏幕頂部的各種選項卡以及大多數位於左側的項目。如果出現此問題,你可以嘗試通過調整FOV來解決此問題。如果調整FOV不起作用,則需要在更改FOV設置之前加載以前的存檔。
  • ToggleFlyCamtfc – 將相機與角色分離,允許你在第三人稱視圖中獨立移動它(範圍限制在當前uGridsToLoad單元格設置的範圍內)
    • tfc 1 – 另外凍結所有動畫,對截圖很有用。
  • SetUfoCamSpeedMult <int>sucsm <int> – 更改Freefly相機的移動速度。
    • sucsm 10 – 移動速度減半。
    • sucsm 20 – 默認速度。
    • sucsm 40 – 雙倍移動速度。
  • ToggleMenustm – 切換UI覆蓋顯示(包括控制台)。此命令隱藏所有可用的菜單和用戶界面顯示。它還隱藏了控制台。但是,它不會禁用任何菜單或UI顯示。他們仍然會接受用戶交互或命令。因此,即使看不到命令,也可以使用控制台輸入命令。 再次鍵入tm以將菜單切換為再次可見。
    • 注意: 這可用於隱藏屏幕截圖的UI。
  • screenshot – 在不移除任何HUD元素的情況下截取屏幕截圖。截圖存儲在根目錄「Fallout4.exe」中,命名為「ScreenShot#.png」。 與tm結合使用可使控制台和HUD不可見以獲得更好的屏幕截圖。
    • 注意: 目標目錄和屏幕截圖文件的名稱可以通過在與「Fallout4Prefs.ini」和「Saves」子目錄(通常是你的Documents\My Games\Fallout4\"目錄)。在文件的[Display] 部分中,添加以sScreenShotBaseName=開頭並以所需目錄的路徑「和」屏幕截圖前綴結尾的行文件名。
      • 例子: sScreenShotBaseName="C:\Users\JohnDoe\Pictures\Screenshots, Game, Sorted by\Fallout 4\ScreenShot"
        • 路徑的最後部分 ScreenShot 成為屏幕截圖文件名的前綴。如果省略,文件名將僅包含一位或多位數字,後跟「.png」擴展名。 如果包含,如本例所示,名稱將以「ScreenShot」開頭,以通常的數字和「.png」擴展名結尾。
          • 將在「下一個」屏幕截圖名稱中使用的數字存儲在「Fallout4Prefs.ini」的 [Display]部分的iScreenShotIndex=行中 」文件,位於與「Fallout4.exe」相同的目錄中。
        • 如果所需目錄的路徑不包含空格或其他有問題的字符,則可以省略周圍的雙引號。
  • UpdateGodraySettingsgr – 啟用/禁用/編輯God-Ray
  • CenterOnCell <cell edid>coc <cell edid> – 將玩家傳送到指定單元格的中心。
  • SetConsoleOutputFile <filename>scof <filename> – 將控制台輸出寫入指定文件。
    • 注意: 在接受命令時,不會生成任何文件或內容。
  • RunConsoleBatch <filename>bat <filename> – 執行由放置在遊戲目錄中的文本文件 (.txt) 定義的指定命令列表。僅輸入不帶文件類型結尾的原始名稱。
    • 例子: bat testfile加載'testfile.txt'的內容,放置在安裝目錄中。
  • tfow - 在本地地圖上切換戰爭迷霧。
  • ToggleGrasstg – 切換草地顯示。
  • ToggleTrijuicingtj – 切換Trijuicing。 [Unknown]
  • ToggleLODLandtll – 切換遠處的LOD顯示。
  • ToggleSkyts – 切換天空顯示。
  • TogglePreCullingtpc - 切換預剔除。
  • ToggleWaterSystemtws – 切換水顯示。在探索水下區域時很有用。它會在幾秒鐘內超時,因此你必須重新輸入命令。當你進入另一個單元格時,它也會停用。
  • ToggleBorderstb - 切換單元格和單元格四邊形邊框。
  • ToggleWireFrametwf – 切換線框模式。
  • Hlp [espname] – 熱加載插件。在CK或FO4Edit中編輯和保存esp之後使用。這允許立即測試編輯,而無需退出遊戲並重新加載。在保存ESP之前,你必須先在遊戲中運行FCF。
  • FCF – 強制關閉文件。關閉所有母版和插件,將文件句柄釋放到esp,以便可以將其保存到CK或FO4Edit。參見 HLP。
  • QuitGameqqq – "快速退出", 立即關閉遊戲。
  • ClearScreenBloodcsb – 消除當前的血液飛濺、爆炸產生的灰塵和類似的屏幕效果。
  • SaveGame <filename>save <filename> – 創建具有給定名稱的存檔文件。
    • 注意: 已保存的遊戲未列在默認的保存列表中。要找到使用命令「SaveGame」創建的存檔,你需要選擇「加載 -> 選擇角色 -> 顯示所有存檔」。
  • LoadGame <filename>load <filename> – 加載輸入的保存文件。
  • SetGlobalTimeMultiplier <multiplier>sgtm <multiplier> – 設置遊戲時間的乘數。例如,1.0是標準時間,0.5是慢速,0.25更慢。
    • 警告: 可以破壞很多東西。 安全值是0到25。超過50會降低幀率,更高會導致遊戲崩潰。
  • CharacterLightcl – 啟用/禁用/編輯用於角色模型的邊緣照明。Character Light也可以應用到其他目前不使用的模型上。它也可以從模型中刪除。
    • cl oncl off – 打開/關閉角色照明,這是遊戲應用於角色/生物的人造光。
      • 注意: 區分大小寫,因此cl on將起作用,但CL ON不會。
    • cl rim float - 設置角色照明的強度。如果角色照明關閉,將無效。默認值為0.02,它也區分大小寫。
      • 例子: 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. This can be due to several parameters of the quest such as being set to "run once" or automatically setting the stage to the highest possible value of that quest whenever the quest is "stopped". One workaround is to create a personal mod using a tool such as FO4Edit that adjusts the quest's parameters to allow for a successful reset. Note that depending on how complex the quest is, there might be a need to mod the quest to allow for a reset, and then after successfully resetting it, editing the mod to restore some or all of the original restrictions (such as restoring "run once" after resetting the quest). It is recommended that one backs up their save files before attempting to perform any quest modding in this manner.
  • ShowQuestObjectives <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 <formID> <amount> <silent> – Add to the inventory of targetID the item of type <formID> 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 form 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 form 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 form 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" <itemFormID> <modFormID> – Adds to an inventory item of type <itemFormID> the feature <modFormID>, where <modFormID> 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" <itemFormID> <modFormID> – Removes from an inventory item of type <itemFormID> the feature <modFormID>, where <modFormID> should specify an "OMOD" item attached to <itemFormID>. (There is also a more general function, targetID.cf "ObjectReference.RemoveAllModsFromInventoryItem" <itemFormID>.)
  • targetID.drop <formID> <amount> – Removes from the inventory of targetID items of type <formID> in the quantity <amount>. The removed items fall to the ground near targetID.
  • targetID.removeItem <formID> <amount> – Removes from the inventory of targetID items of type <formID> 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 form 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 <formID> – Equips targetID with an item of type <formID> 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 <formID> – Unequips an item of type <formID> 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 traveling trader) to vanish completely from the area. This can be used without a "resurrect" command.
    • If used on the player, it will reset all effects currently affecting the player. This makes it useful for addressing glitches. The player's inventory will reset (be emptied), and any gear or items will be removed. A Vault 111 jumpsuit will be added and equipped. Appearance, level, perks, quests, caps, fatigue, and thirst do not reset.
    • Using the command on a companion will cause them to respawn on the next map change. Can be used when one is stuck in a Power Armor frame; the power armor set will spawn to the location where one wears it with all modifications undone.
    • It fixes the error from the above command by refreshing their model.
    • Using this command on a power armor frame will return the frame to its original location and replace all current armor pieces with a random assortment of leveled armor pieces (though the model won't change until entry).
    • Using this command on a random settler will "reroll" the settler, allowing for an alternate appearance or gender. "Rerolled" settlers will spawn at one of the settler spawn points around the settlement and will stick to it until the game is restarted (which will just assign them a new spawn point).
    • Note that this command will also reset the inventory of any NPC (including companions) to their default state, and as such, any gear or items given to them will be forfeit (the "resurrect" command also has this issue, so make sure to take any important items off of their bodies before you use that command as well).
      • The command openactorcontainer 1 may be used while selecting any NPC with the console to open up their inventory (as if you were trading items with a companion) as a workaround for the above issues. This will work on any NPC, including creatures and robots (hostility does not stop it from working, either).
    • 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 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 <formID> <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 form ID (and what's shown when they are selected with the console is their ref ID), use their name and the "help" command to look up their form ID.
      • For example, to remove Deacon's essential status, type help Deacon 4 npc_, then use the ID it lists for him in the above command.
    • setessential <formID> 0 – Allows the NPC to be permanently killed.
    • setessential <formID> 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.
  • targetID.playidle editor_id – Causes the NPC to perform the specified idle. Idles can be found using the help command, by specifying a form type of IDLE (e.g., help "idle" 4 IDLE). [Note that not all idle's have the term idle in their editor IDs. Use creation kit or xEdit to see the complete list.] If the idle is not valid for the selected actor, nothing will happen (e.g., the actor is the wrong race, is/is not in first person, is/is not in power armor, etc.). Top stop an idle, use playidle looseidlestop or to stop the player, open/close the pipboy.

Factions[]

Main factions
Name ID
Atom Cats 00048641
Brotherhood of Steel 0005DE41
Children of Atom 0002FB84
Diamond City security 00002F65
Triggermen 00083AD0
The Forged 0031010D
The Institute 0005E558
Minutemen 00068043
Player 0001C21C
Raiders 0001CBED
Railroad 000994F6
Gunners 00058303
Pillars of the Community 000BBF88
Neighborhood Watch 000E1ACC
see more at: Fallout 4 factions
  • targetID.AddToFaction <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 themself.
  • 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 <form id> <count> <distance> <direction> or pt <form 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 <form_id> <stack amount> <quality> – Spawn a 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 disappear.
  • 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 Locksmith 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 <global> to <value> - Sets the given global to a specified value. For example, to enable ballistic weave, use set RailroadClothingArmorModAvailable to 1.
  • 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 to 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 xx{{#pad:01054D|6|0|left}} 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/provisioner/supply line.

  • 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.

Ownership[]

The callfunction "workshopscript.setownedbyplayer" 1 command will make the settlement owned by player without completing the appropriate quest.

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, house 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.

Using player.placeatme 1e7dc6 will produce a chest beneath the player character's feet that has 500 of all material types in one chest.

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;

這將禁用所有的圖像空間修改,這可能會隱藏一些更麻煩而不是好處的效果(也就是說,隱形的時候會出現極度的亮度或模糊)。

注釋[]

  • 與之前的遊戲不同,在輻射4中使用控制台命令不會禁用成就
  • 添加或刪除輔助能力時,必須添加/刪除所有等級才能獲得所有等級的效果。例如,如果你在沒有先添加1級的情況下添加2級獨行俠,那麼只有2級有效。
  • 在創意工坊模式下使用上帝模式"tgm"時,資源似乎被限制為「999」,但資源實際上是無限的,可以構建需要超過999的任何資源的物品(比如2-3級商店)。
    • 此外,創意工坊模式不會取消建造商店的輔助能力要求,但會取消上限要求。但是,它確實消除了建造crafting stations的輔助能力要求。
  • 可以為物品添加傳奇修飾符,但是任何武器或盔甲都不能擁有一個以上的傳奇屬性,並且將傳奇修飾符應用於已經擁有的物品會替換它。
  • 使用modav CA_affinity編輯同伴的親密度不僅會調整他們當前的親密度,而且會影響所有未來通過累積modav CA_affinity值改變親密度的實例。例如,如果輸入modav CA_affinity 100後出現「不喜歡」事件,則同伴親密力將更改-7.50 + 100.00,導致同伴獲得淨92.50親密度,儘管是負面事件。為防止出現這種情況,建議在修改親密度時使用setav,這不會影響親密度更改事件。需要觸發事件才能使用setav或modav註冊更改(並觸發對話框等)。
  • 如果玩家在訪問克羅格的記憶之前使用sexchange命令,則在此過程中,避難所中的部分將顯示父母雙方都抱著兩個尚恩。
  • 使用player.modav actionpoints會對噴射背包動力裝甲mod的使用產生不利影響。將值設置得太高將導致啟動噴射加速器立即耗盡核融合核心
Technical information