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Hi, [Edit: problem solved, scroll down to post 3 if interested in the issue and solution; The first question below, though, still stands as I'd really like to know if...] Is there a console command to show all perks the player have? (and most importantly their refIDs) I mean similar to how "player.getav <actor value name>" show the chosen value as a result. or a cgf, or whatever it is that the pipboy code actually does to bring your perk list as you click/scroll to that tab... I'm even searching in some scripts to see if I find anything, but so far no luck. The most simple thing would be to click on the perk line but that seems to select the nearest thing in the area behind the pipboy (and now I feel silly for trying that) I want to narrow down what perk is this mysterious perk showing up at the top of my perk list in the pipboy, no name, no description, no animation. (in case anyone's wondering, i'm testing some icons with iconlibs2 mod, but that part i've been doing for a while, this blank perk issue is new) I tried googling the issue, the only thing I found was a mention of some mods editing companion perks causing this, and idiot savant level 3 applying the temporary XP bonus as a blank perk entry. But my character has neither any companion perk nor I.S. at level 3 (have it at 1). I'm pretty sure it was something from a mod or even some personal edits I made with FO4Edit/CK, but after hours carefully looking at each entry in the last few added/edited mods, the blank perk is still there (at the top which is most annoying). Either way (a mod error or a vanilla thing) I'd like to find its ID, and see if I can either make it hidden or at least give its name and description. Thanks in advance Cheers!
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has anyone ever made a mod that has a book that has the following: list of all console commands items codes critters codes perk codes misc codes quest list etc i haven't seen anything remotely similar except for just the normal console commands in a book. anything would be greatly appreciated as i haven't been on this game in a few years and i'm just getting back to it.
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I'm not really asking for help, I'm more just curious if anyone else has ever encountered this strange anomaly. Base IDs on NPCs often don't work depending on what the base ID of the NPC starts with. If the NPC's ID starts with a letter (like Lydia a2c94) then the commands will work. If the ID starts with a digit (like Brelyna 1c1a4) it won't work. For example, the "1c1a4.moveto player" won't work. It will fail every time. When trying to use commands on Brelyna you will often get errors like "not a recognized script" or "uknown variable." You can use any type of console command on Lydia and it will work though. This is bizarre, and I don't understand it. Has anyone else ever recognized this?
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HELP! Hi Guys, I hope someone can help me with my problem. I only recently discovered this problem when I got bored and tried to make my character dance. I used to do it, So I'm pretty sure it was working from the start. I haven't used the idle animations for a long time since i've been completing a lot of quests and been downloading lots of mods so I'm not sure where the problem is. Though I have a theory that the mod that caused this is the idle hands mod(not sure about this though). I tried using the console to play idle animations "playidle idlemagnoliasong5" or "prid xxxxxxx" it still not working. I also noticed that it affected one of the mods I used. the singing settler where the singer would only just stand there not dancing at all. CAN ANYONE HELP ME?? FOR IMMERSION'S SAKE :D THANKS A LOT!
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Hi guys, I am trying to equip npcs in game with custom armor and weapons. I use the command console equipitem. Everything seems to work well except for any new outfits or armor I put on them disappeared/reset after I fast travel away and back. Do we have any solution or work around for this? Thank you very much.
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Hi! I am trying to find a list of all the Scene ID's in the game for the console commands Startscene and Stopscene they are missing values (Scene ID's) I only know of one, its the arguement between the two Nords and a Dark Elf when you first enter Windhelm. Startscene CD91F Where can I find the rest of these codes? Numbers? what are the called exactly? Sorry for my ignorance, I am new to this. Thank you! -Dex
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playing a lot with companion&npc mods. created several actors in-game. force recruting NPCs by console commands: now have about 10 followers that I can't completely dismiss. my input for dismiss: they still running around my player character and I can't find how to completely dismiss them. please need suggestions. edit: typed "sqv followers" command. looked at REF COL - it has records of follower's ID in ActiveCompanions lines. how to remove them?
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As the title says Valdimar and Gregor won't appear. I already have all the buildable houses (Heljarchen Hall and Windstad Manor almost completely done and only Lakeview Manor all done). The problem is that only Lakeview Manor has a House Carl (Rayya (or something)). And before i forget i don't have Hjerim House Carl either. i searched for something like a glitch or bug (idk) and i only found people with the same problem, so i searched for console commands. ------------------------------------------------------------------------------------------------------------------------------------------- found this: (in my case, XX = 03) Windstad Manor House Carl: Valdimar (XX00521D); Heljarchen Hall House Carl: Gregor (XX00521F); Hjerim House Carl: Calder (000A2C96). ------------------------------------------------------------------------------------------------------------------------------------------- i used: player.moveto # Valdimar case: i appear inside of Highmoon Hall, but Valdimar ins't anywhere; Gregor case: i appear inside of The White Hall but exactly the same he's anywhere; Calder case it says: Item '000A2C96' not found for parameter ObjectReferenceID. ------------------------------------------------------------------------------------------------------------------------------------------- is there some way i could fix this with console commands like: disable/enable # = NPC Ref i tried this: disable # and enable # but it says: Unkown Variable (#) for parameter Integer (Optional) Compiled script not saved and i really think that this could solve my problem, but i can't use it just like that. it there some way i could use it? ------------------------------------------------------------------------------------------------------------------------------------------- Thank you for your help.
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Hi, I'm trying to place as many things in my hotkeys.ini (thanks to FO4Hotkeys lite mod) and in the slow learning process I thought of a hotkey to make usage of those mod holotapes that are used with some frequency: first I tried associating the console command player.equipitem to the holotape RefID, and theres a notification "holotape equiped" but nothing happens. Is there a console command or cgf/cqf to actually trigger the loading up of a holotape without having the tape in front of you ? In that case "R) Play Holotape" is what I'm looking for, in terms of console commands. More specifically though, it would be even nicer to be able to substitute the clicking of a specific holotape function/option with a direct hotkey. What I mean is, for example while placing custom Map Markers with the Cartographers mod: Having a hotkey to the function that instantly triggers the map marking, skipping instead all the process of bringing up the pipboy, shuffling through the menus, finding the holotape section, finding the holotape, loading it (waiting for animation), then finally clicking "Place Custom Marker" I've looked through that mod esp and scripts (with the little experience I have with either) and was able to sort of pinpoint the closest things to triggers to the action of placing the marker, but I don't know how to translate that to a console command or cgf. In FO4Edit, I could find the terminal entry that once clicked starts a sequence of effects (for this case specifically, "cmm_term_Result [TERM:xx008FF1]") but how do I translate this terminal click effect trigger into a console command? Alternatively, I found a script that seems to be an equivalent to this, that checks for existing custom markers from 1 to 50 placing the next integer, but trying to add the hotkey as "cgf <script name>.<function name> was simply resulting in an error in console command... (what am I doing wrong?) Sorry if this sound like it should be asked in either mods pages, but both specifically seem to not be getting much support from the authors for over half a year (the mods are working perfectly, mind you, its just that this is sort of a "general mod question", so I thought maybe I'd have better luck here in the forums :tongue: ) Thanks in advance, Cheers!
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- fo4hotkeys
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Mass Effect 3 ME3 Console Command questions
HylianSteel posted a topic in Mass Effect's Original Trilogy
Got a question for those that might know a thing or two about the console commands in ME3. Currently, I use set SFXGame.SFXCameraMode FOV 80 to change Shepard's standard FOV without worrying about breaking cutscenes. The only problem is that this doesn't affect the FOV of your aiming-in at all. Is there a console command i can use to adjust the aiming-in FOV to compliment the command I already use?- 3 replies
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Have anyone had any experience with adjusting the ratio for Survival Mode? I was thinking of lowering it from 20 to 15 (12h ingame = 48min). It probably would have helped, if I switched to survival after changing the scale in a new game. What I wanted was a bit more immersive time flow while not lowering the difficulty too much. I'm already using Survival Tweaks by PeterTheLemon, which make needs timing more realistic. Survival Beta Menu Save Enable - Timescale won't reset once you save the changes.
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I've been wishing for a mod or series of console commands to convert any NPC into a settler. What inspired this was me wanting to recruit the Preston Garvey imposter as a settler because it would be hysterical and I would love to rescue the Norther Star raiders instead of murder them. The closest I could find was "Recruit any NPC as Follower" by jedijosh920 and "General of the Army - Minutemen and other faction leadership" by Karel, but I don't think either does exactly what I'm looking for (and "General" does waaay too much for me). I specifically want the NPCs as settlers, nothing more. I understand that misuse of this mod can break the crap out my save game but that's a risk I'm willing to take. I'm not looking for anything super integrated into the game. Actually, a simple .bat file would be good if someone knew which scripts to use (I could probably figure out the rest). Thanks for your time!
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Is there anyway at all through modding to control your character independently of the freecam? Say I have the freecam up and I want to be able to walk my character into frame and turn her or him towards the camera. Would this be possible, or is there no way to override or skirt around the freecam's takeover of mouse+wasd while it's active?
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In my current playthrough, i chose to slaughter to the Atom Followers in the Glowing Sea Crater, as my character is a apart of the Brotherhood of Steel. Those people are gone but their influence still remains with irradiated sites through the common wealth. Is there way to remove these sites without the use of console commands?
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I want to make a simple mcm menu, that, that will run a console command. If, in the menu, press on/off, the console command will run. For example: - change game clock speed on/off using Set time scale = vanilla value Set time scale = new value Create a fast travel mod using - Coc cell id Tgw coc maybe integrated with a activator if possible.
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Hey guys. So I've been into modding recently and I was wondering if there's a way on how to open or load the Citadel Wards level from the Citadel DLC. I'm aware of the "open" command that you use in console, however I have not found any BioD_?? levels for the Wards, not sure on where to direct myself to, or is it even possible to do this. If not, do I have to play through missions to get myself to the start of the DLC and then going from there? Thanks.
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Okay so there is a new update to Fo4 (120) and I found that I can not open the console anymore. When I hit the ~ key, instead of the shaded area on the lower screen and the standard input cursor in the left hand corner, I just get an arrow cursor that floats around with the mouse until I hit the ~ key again. After experimenting with everything I could meddle with I found that for some reason removing the "bInvalidatOlderFiles=1" line from my Fallout4Custom.ini would allow the console to activate as normal again. Why the …. would this suddenly happen and could there be something going on with the new Fo4 and F4SE that could get such a hiccup. I am running mods but in an effort to figure this out I was disabling and enabling different mods and load orders to track down the issue, then started all over again with fresh ini files and that's when I narrowed it down, so I don't think it had anything to do with mods since I get the same results with or without the majority of them running. the only mods I kept running were looksmenu and hair/looks related stuff. So I guess what I'm asking is, has this cropped up on anyone else? Should I just step back down to 114? or is there something else I probably brain cramped here, noob that I am.
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Hi Guys, Quick question, how do you change the armor id of certain armors? For example, for the steel plate boots, I want them to have the id of the steel cuffed boots, and the steel cuffed boots to have the id of the steel plate boots. Please tell me the process of going about doing that? Thanks!
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Hi Guys, Quick question, how do you change the armor id of certain armors? For example, for the steel plate boots, I want them to have the id of the steel cuffed boots, and the steel cuffed boots to have the id of the steel plate boots. Please tell me the process of going about doing that? Thanks!
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Force Mysterious Stranger
Deleted49413338User posted a topic in Fallout 4's Creation Kit and Modders
Is there a way to force the Mysterious Stranger to appear, like a console command that actually initiates his attack in vats, not just spawns the NPC? or, is there a chance percentage that can be increased in the records. I want him to appear for testing. -
This is my second gameplay, and I would like to play "Blood and Wine" before "The Wild Hunt" and "Hearts of Stone" in order of getting the mutations and having an experience as different as possible from the first gameplay. Is there a mod, Console Command's code, or something to unlock "Blood and Wine" earlier in the game? Thanks in advance.
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**First off, yes this is a repost but wouldnt be if i knew how to delete the other post in the wrong thread; but as i dont seem to be capable of doing this, i hope a moderator finds it and deletes it for me - thank you in advance** So, my question is: im looking for a console command or a mod that removes the crosshair that appears during aiming a sniper rifle still while having 'tm' and 'tfc' on because i wanna take some nice shots of ''me'' while aiming the rifle cuz i dont wanna look like a idiot crouching there with the big A-M rifle at my lap. toggling the tilde key while aiming DOES remove the crosshair but than i got text saying: tm tfc GetVATValue XXXXX tm tfc GETVATValue XXXXX GETVATValueXXX tfc tm in the picture which looks pretty ugly too. So, is there anything that does that what i require? and yes i know, the attached pic itself looks ugly af, but simply squeeze it into paint to get it to the right file size was the fastest way
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I had jzargo as a follower and i recruited him to the blades and now he is wearing that stupid armor. How do i reset him like it is at the start of the game, making he not be a blade? I tried enable disable, kill and spawn...