Fallout 4

Fallout 4

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Fallout 4 commands. (Also help with Nexus Modding.)
By Cherub
All the Commands for Fallout 4!

Nexus help as well....
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How to open commands
Hit the ~ (tilde) button to get started!
Examples for the help cmd
help <itemName> <int from 0 to 4> – Searches for item IDs, perk names, and even other commands. Use PageUp and PageDown keys to scroll through the console.
Example: help leather 0 – This will list everything - item IDs, perk names, and commands - with "Leather" in the name.
Example #2: help "leather armor" 0 – If your search term contains a space, surround it in quotation marks.
Example #3: help "legendary raider" 4 – then use player.placeatme ID you find on the help console to summon it. Example: player.placeatme 00184752 10. will summon 10 legendary raiders
All Other Commands
tmm 1 – Toggle Map Marker: Fully activates all Pip-Boy map markers, making them both visible on the map and available as fast travel destinations. Note, however, that it does not update the "locations discovered" statistic in the Pip-Boy 3000. tmm 1,0,0 should allow you to see unknown locations without fast travel.
tgm – Toggle God Mode: Gives the player invincibility to damage, radiation and oxygen underwater. It also gives unlimited ammo, carrying capacity and AP (reloading does use AP with some weapons) and stops item degradation. Rad-Away and Stimpacks do not work while tgm is active, but Power armor Fusion Cores will still drain. In addition, it provides unlimited resources for building items at Settlements.
tim – Toggle Immortal Mode: Character will still take damage, but their health will never reach zero. No radiation invincibility, no infinity AP and ammo.
tcl – Toggle CLipping: 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.
tgp – Toggle Game Pause: 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.
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 the default of 70 degrees.
fov 90 - Sets the Third person camera to 90 degrees, and the first person camera back to 70. If you are in first person mode, this can make it seem as if the setting was ignored.
tfc – Toggle Freefly Camera: tfc 1 freezes all animations, useful for screenshots.
sucsm 20 - Changes the Freefly camera movement speed. 20 is default.
tm – Toggle Menu: Toggles UI Overlay (including console, type TM again to show.)
screenshot – Takes a screenshot without removing any HUD elements. Screenshot is stored in the root Fallout4.exe directory named "ScreenShot#.png". Use in conjunction with tm to make the console and HUD invisible for a better screenshot.
cl – Character Light: 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.
gr – Enable/Disable/Edit God-Ray
coc <cell edid> - Center On Cell: Teleports the player to the specified cell. For example, to teleport to the Pre-War Sanctuary Hills from the beginning of the game type coc PreWarSanctuaryExt01 Red Rocket gas station which is next to Sanctuary would be "coc RedRocketExt".
scof <filename> – Writes console output to the specified file.
bat <filename> – BATch: Executes specified list of commands as defined by a text file (.txt).
tg – Toggle Grass: Toggles grass display.
tll - Toggle Low LOD: Toggles distant LOD display.
ts - Toggle Sky: Toggles sky display.
tws - Toggle Water System: Toggles water display.
qqq – "Fast quit", immediately closes the game.
caqs – Unlocks everything in the game, also most of the achivements. After a while the game crashes.
QuestsEdit
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.
sqt – Generates a list of current quest targets. Can also be used to find Quest IDs.
completequest <QuestID> – Completes the given quest.
showquestobjectives – Shows all current quest objectives (even completed ones).
sqo <QuestID> – Shows all objectives for the given quest.
completeallobjectives <QuestID> – Completes all current objectives for the given quest.
resetquest <QuestID> – Resets the given quest.
Inventory manipulationEdit
player.additem <base_id> <amount> <prefix> – Add any item to your inventory. Use the "help" command to find the base ID.
Example: player.additem 0006907A 1 to add 1 Aluminum. The command is not case-sensitive. If the ID begins with 0's, they can be omitted ("6907a" will work fine in the above example).
Note: "Prefix" edits the item's prefix. This is only confirmed to work on armor.
Note: "Prefix" appears to be useless. Experiment with inserting 1000 combat armor pieces lead to receiving of approximately 300 of each possible prefix regardless of prefix used. Armor insertion appears to be random.
player.removeitem <base_id> <amount> – Remove any item from your inventory.
player.showinventory or player.inv – Lists Inventory with object IDs.
player.equipitem <object_id> – Equip an item from the inventory. Useful for equipping items that don't appear in Pip-Boy inventory.
player.unequipitem <object_id> – Unequip inaccessible items (e.g. Pip-Boy).
GetPlayerGrabbedRef Gives Item ID of currently held Item (e.g. Press and hold E on item and type command in console)
NPC Manipulation
player.placeatme <base_id> <amount> – Spawn an enemy/creature/item/object on top of the player. While the console is open, you may also click on an NPC to target it, then simply use "placeatme" without the "player." to spawn on top of the target.
Example: player.placeatme 1db4c 1 to spawn 1 Deathclaw on top of you.
showinventory – Lists NPC's Inventory with object IDs.
kill – Kills the target (unless essential).
resurrect – Resurrects NPC Working - Tested. Be aware that NPCs with crippled limbs/head can spawn without them and look glitchy.
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 Stimpack.
unequipall - Unequips all items from an NPC.
openactorcontainer 1 – Opens any NPC's Inventory as if they were a container. Equipped clothes do not show.
tai – Toggles the AI on an NPC. This basically freezes them until toggled again.
tcai – Toggle Combat AI: Toggles all AI combat routines.
tdetect – Toggle detection: Player can't be detected by enemies.
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, but it can be remedied by restarting the game and loading a previous save.
setessential <bool> – Allows an NPC to be permanently killed. Click on a an NPC then enter the command for it to work. Use the resurrect command to revive them.
setessential 0 – Allows the NPC to be permanently killed.
setessential 1 – Sets them to be unkillable.
isessential – Returns 0 or 1 depending on wether the target is non-essential or essential.
getav CA_affinity – Get Companion Affinity Level (Events usually triggered at 250, 500, 750, 1000 with 1000 being max)
setav CA_affinity – Sets Companion Affinity Level to an absolute value.
modav CA_affinity – Modifies Companion Affinity Level by a relative value.
resetAi – Resets AI.
tc; – Allows you to control selected AI.
Stats and character manipulationEdit
character variables (use with getav, setav, modav, or forceav)
actionpoints
carryweight
health
healrate
radresistexposure
radresistingestion
damageresist
energyresist
fireresist
poisonresist
speedmult (normal is 100.00, double speed is 200.0
Weather and time cmds
set timescale to <scale> – Sets the timescale, the ratio determining how fast game time moves relative to real time; the default setting is 30. For example, setting the timescale to 1 would cause one second to pass in game time for every second in real time.
Warning: Altering the timescale will cause the game to crash if NPCs spawned using placeleveledactoratme or movetoplayer enter into combat.

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 might be useful.

fw <ID> – Force Weather: Changes the weather. The following are confirmed to work (more are coming):
Weather IDs
Editor ID Form ID
DefaultWeather 0000015e

CommonwealthMistyRainy 001cd096

CommonwealthRain 001ca7e4

CGPrewarNukeFXWeather 001f61fd

CommonwealthClear 0002b52a

CommonwealthClear_VBFog 002486a4

CommonwealthClear2 002385fd

CommonwealthDarkSkies 001e5e60

CommonwealthDarkSkies2 002385fb

CommonwealthDarkSkies3 00226448

CommonwealthDusty 001f61a1

CommonwealthFoggy 001c3473

CommonwealthGSFoggy 001bd481

CommonwealthGSOvercast 000f1033

CommonwealthGSRadstorm 001c3d5e

CommonwealthPolluted 001eb2ff

DiamondWeather 0000116d

DiamondWeatherPastel 0000116e

FXNukeWeather 001256fb

FXWthrMoonlightOnly 00088c57

IstWeather 000016ec
Settlement commands (ADVISED NOT TO MESS WITH THIS!)
Settlements
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.

To start building it is necessary to activate godmode tgm after placing the Workbench.

Size Budget Edit
These commands only affect workbenches in settlements. The easiest way to modify a settlement is to travel there and target the workbench with the console open.

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.

You can see your current usage with these commands. As these are calculated by the workbench, changing them with setav or the like is not recommended.

getav 348 - Gets the current number of triangles used by player.
getav 34A - Gets the current number of draw calls used by player.
These commands will let you change the actual budget. Increasing the values will allow you to build more.

setav 349 <value> - Set the maximum triangle budget for the settlement.
setav 34B <value> - Set the maximum budget for the settlement.
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.
Cheat Scripts (More Stuff To Probably Not to mess with ,also wip)
Cheat Scripts
On PC, place a file (with any name or extension - .txt, .bat, or nothing at all) in the Fallout main directory with any and all of the above 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 an extension. For example, if the file name is "test", simply type bat test in-game to run the script and all of the commands will be applied instantly.
Nexus modding: WARNING
THE FOLLOWING INSTRUCTIONS ARE GENERALIZED. ALWAYS FOLLOW ANY INSTRUCTIONS THAT MAY BE PROVIDED BY THE MOD AUTHOR.
OVERWRITING GAME FILES IS RISKY AND MAY COMPROMISE THE INTEGRITY OF YOUR GAME INSTALL. DO SO AT YOUR OWN RISK.
USAGE OF GAME MODIFICATIONS MAY RESULT IN SAVEGAME INSTABILITY. ALWAYS KEEP BACK-UPS! P.S. do not get mad at Me if your game breaks.....
Nexus Modding: What I Prefer
You would want to use Nexus mod manager installing mods is risky ethier way,but Nexus is a safer way of doing it...
Nexus Modding: How To Enable Fallout 4 Mods
Gophers Video explaining how to enable mod support:
How to enable modding
Navigate to your Fallout 4 Folder at the following location "Documents/My Games/Fallout 4"
Within this folder you'll find a number of .ini files.
Open (or create, if missing) Fallout4Custom.ini with your favourite text editor (we use Notepad++).
Add the following lines to your Fallout4Custom.ini
[Archive]
bInvalidateOlderFiles=1
sResourceDataDirsFinal=
Save and close Fallout4Custom.ini
That's it, you're ready to get modding! :)

Link to Notepad++: https://notepad-plus-plus.org/
NexusModding: Nexus Mod Manager
Gophers Video explaining how to use The Nexus Mod Manager:Manually installing mods can be tricky and there is always some risk of damaging your game installation. The Nexus Mod Manager makes this process safer and easier by providing users with an easy way to download, install, enable, disable, and remove Fallout 4 mods, all from a centralized interface. More information can be found at the Nexus Mod Manager download page: http://www.nexusmods.com/skyrim/mods/modmanager/?
Non-Nexus Modding: How To Manually Install Fallout 4 Mods
Gophers Video explaining how manually install Fallout 4 mods:
Archive Extractors
You will need an archive extractor such as 7zip, WinRar, or other solution.

link 7zip: http://www.7-zip.org/

link winrar: http://www.rarlab.com/download.htm

Finding Your Data Folder
This is where you will install Fallout 4 modification files.
The default location for your data folder is within your steam games installation directory:
C: \ Program Files \ Steam \ steamapps \ Common \ Fallout 4 \ Data
An alternative method for finding your installation directory:
In Steam, right-click the game title > Properties > Local Files > Browse Local Files > Then open the “data” folder.
You have now found your data folder. Remember this location.

Installing Loose files
"Loose files" refers to a mod who’s content files are separate, individually contained within an archive that must be extracted to your data folder.
To install, extract the contents of the mod archive to your data folder.
If the archive already contains a ‘data’ folder, extract it directly to your installation directory instead.
That’s it! You should now be able to load the game and see the installed mod in action.

Installing Plugins
Plugins are mods that are packaged as self-contained ESP files (.esp). These plugins must be extracted to your data folder and unlike loose files, must be enabled via the plugins.txt file.
To install a plugin, simply extract the archive to your data folder.
If the archive already contains a ‘data’ folder, extract it directly to your installation directory instead.
After installation, plugins must be enabled before they will be active in-game.

Enabling Plugins
Plugins, unlike loose files, must be enabled in Fallout 4 by adding them to your plugins.txt file before they are active in-game.
Locate your plugins.txt file in your Fallout 4 AppData folder
This folder is hidden by default. To ensure that you are able to see hidden files in windows file explorer, access Tools > Folder Options > View > then select “Show Hidden Files”
The Fallout 4 AppData folder can be found in “C:/Users/[YourUsername]/AppData/Local”
Alternatively, in windows explorer, you can type “%LocalAppData%/Fallout4” into the browser bar and be taken directly to this folder.
Run the Fallout 4 Launcher (do not run the game) then quit the launcher. This will populate your plugins.txt file with the newly added ESP file.
Open the plugins.txt file located in Fallout 4's AppData folder with a text editor such as Notepad++
Ensure the new ESP file is listed.
If you enabled modding correctly as described in the "How to Enable Fallout 4 mod support" section at the top of this page, the mod (ESP file) you are installing will be now listed in this file, after the Fallout 4 launcher is run. If not, you may try manually add the mod to this list as a whole filename with extension (ie. yourmod.esp).
After confirming the ESP file is listed in your plugins.txt file, you are done! You should now be able to see the mod you installed active in-game.
Non-Nexus Modding: How To Manually Uninstall Fallout 4 Mods
WARNING: DO NOT REMOVE GAME FILES
Removing files from your installation directory can be risky and might result in having to reinstall the game. We recommend using Nexus Mod Manager to make the installation and removal of mods safer and easier.

Removal of loose files
Verify the files used by the mod you would like to remove by examining the original archive. Remove files you confirm to be used by the mod.
Be very careful about removing core game files that the mod may have over-written. Doing so may damage your game installation.

Removal of plugins
Removing plugins is somewhat safer than loose-files in that plugins are self-contained and will not affect the integrity of the game installation when removed.
Verify the files used by the mod you would like to remove by examining the original archive. Remove files you confirm to be used by the mod.

Deactivating Plugins
Plugins can be deactivated by modifying the plugins.txt file (as described in the installation process) and removing the line that references the plugin you wish to deactivate.
Nexus Or Non-Nexus modding: How to verify game integrity
Should you ever find yourself in need of repairing your game installation, Steam has a handy tool that will help:

In Steam, right-click the game title > Properties > Local Files > Verify Integrity of Game Cache

This will ensure that your game installation is valid and in working order, though this may disable / invalidate any mods that were installed before starting the process.




Thanks
Thanks To the people of Fallout 4 Wikia For making this possible And Also Bethesda For making Fallout 4
Rate
Dont forget to rate!
12 Comments
Lil C]-[ew C]-[ew is ☂д☂ 15 Aug, 2022 @ 8:20pm 
Hi, do you know which parameter is to trigger a animation,pose like used to in the Fallout New Vegas ?
I'm using this modification that add few more animated poses but I don't know what parameter is to activate poses.
Shyzle 15 May, 2016 @ 12:18pm 
@The Amazing Spider-Mel
It's still the same command, but you have to add in the quest ID after movetoqt. Quest ID's can easily be found on Fallout 4's Wiki.
JERK OF ALL TRADES! 10 May, 2016 @ 2:07am 
Is there a console command in FO4 that covers the function of "movetoqt" in FO3 and NV? Basically, it just instantly places you where your quests wants you to go.
bobshabit 9 May, 2016 @ 10:25pm 
I just like to get the third party mods to work from Nexus?
Cherub  [author] 8 May, 2016 @ 12:59pm 
Yes, I understand it went up in price and im currently working on this guide to change a few things:steammocking:
mimizukari 5 May, 2016 @ 7:56pm 
the fallout 4 season pass is worth atleast $60 in content now... you know that right? that's why price went up to 50
Cherub  [author] 27 Mar, 2016 @ 5:59am 
It's in the beginning of settlement commands but before you place it down make to have tgm or godmode on because the workbench will NOT work by that I mean you will not be able to place stuff down
Cherub  [author] 27 Mar, 2016 @ 5:56am 
New updates to come in early April (after a few days the dlc has came out)
Arquinon 25 Mar, 2016 @ 3:11pm 
apparently there is a command that lets you spawn a worbench and make anywere a settlement.
please look into this
Cherub  [author] 24 Jan, 2016 @ 6:11pm 
It works BUT The newest update sometimes make the command on certain quest characters crash the game...Be careful who you chose