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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 accessed in the console versions of the game 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 are bottle caps (For bottle caps have the form 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 the 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, such as "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, carrying capacity, AP (reloading does use AP with some weapons), and removes the need to reload any weapon. RadAway and stimpaks do not work while tgm is active. Power armor fusion cores will still drain, but 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.
    • While firing weapons with tgm active does not consume ammunition, the game will still not allow the player to fire a weapon that they have no ammunition for.
  • 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 mess 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 do not get the response "Collision -> Off [or On]", first check if you have anything targeted. If you do, type the command again to undo it before you deselect your target and try again. If that fails or you did not have anything targeted, 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.
  • 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. It does not have any effect on "effects" of the water, like the waves near the shores or the patches of burning fuel on the sea.
  • ToggleBorders or tb - Toggles cell and cell quad borders.
  • ToggleWireFrame or twf – Toggles wire frame mode.
  • Hlp [espname] – Hotload Plugin. Used after and edit and save of the esp in CK or FO4Edit. This allows immediate testing of edits without the need to exit the game and reload. Prior to saving the ESP, you must first run FCF in game.
  • FCF – Force close files. Closes all masters and plugins, releasing the file handle to the esp so that it can be saved to from CK or FO4Edit. See HLP.
  • 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 the 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.
  • 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.
    • 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. The 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. 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 be 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 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/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;

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 achievements.
  • When adding or removing perks one 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 resources are actually 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.
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