Here are several popular commands that you can add to your own hotkey collection.
If you've created your own feel free to share them.
Replace the Bs and the Gs to set your own keys for these actions!
Lower Weapons On Demand:
B=player.pa actiongunrelaxed; player.pa actiongundown
Toggle HUD
B=tm
Remotely Command Companions
See here.
Hotkey Manager Slots:
NumPad1=hot 1
NumPad2=hot 2, etc.
Split Grenade and Melee Hotkeys:
G=player.pa ActionThrow
B=player.pa ActionMelee
Unfortunately you can't override L Alt, so I'd recommend just assigning B for bash, and continue to use L-Alt to throw grenades!
Toggle clipping / collision:
G=prid;tcl
Switch to Fists
B=player.cf equipitem c2c27 0 1
Save Game Hotkey that makes an autosave
F4=autosave
Save Game Hotkey that creates new saves in a new save slot
B=cgf "Game.RequestSave"; cgf "Debug.Notification" "Saving..."
Dance Anywhere (second line is to stop animations):
G=player.playidle IdleMagnoliaSong05
B=player.playidle IdleStop
For a larger list of animations you can hotkey, visit here.
Wait Anywhere
Y=showmenu sleepwaitmenu
Toggle Pip-Boy Radio (requires a helper scriptlet -get it from the Files tab)
B=cgf "Radio.Toggle"
Unequip Eyewear/Weapon/Apparel/etc.
B=player.cf "actor.unequipitemslot" 17
Take the slot number you want to unequip and subtract 30.
e.g. To unequip the Body slot (slot 33), type unequipitemslot 3.
To unequip the Eyewear slot (slot 47), type unequipitemslot 17
NOTE: This only works in third-person.
If you're looking for a toggle for your equipment, check out Outfit Switcher.
Activate VANS
B=player.cios 3cc96
Enter Workshop Mode
G=workshop
Reload Hotkeys from Hotkeys.ini
reload console (two words)
Pick object under crosshair and highlight it
pnr;pms 247a3f 1
Pick actor under crosshair and highlight it
pna;pms 247a3f 1
354 comments
Ah needs mod to function, here's the mod if anyone else will wonder: https://www.nexusmods.com/fallout4/mods/28777
prid 14; cf "actor.switchtopowerarmor" none; prid
Explanation:
Select player by refID: prid 14
Make selected actor exit Power Armor: cf "actor.switchtopowerarmor" none
(Also, replace "none" with specific PA refID to put them INTO the armor)
De-select current selection: prid
Now I just need to find out how to map everything else back onto E, so holding E just doesn't kick me out of PA anymore.
List of potential player.pa Command Parameters:
----
ActionTrick
ActionFireEmpty
ActionWeaponHotkey
ActionFlinchStart
ActionPerkSandman
ActionPerkCannibal
ActionGunAlert
ActionHide
ActionCameraBToCameraA
ActionCameraAToCameraB
ActionSwimStop
ActionSwimStart
ActionAvailableCondition1Heal
ActionRightArmHeal
ActionLeftArmHeal
ActionInstantAttackReset
ActionJetpackStop
ActionJetpackStart
ActionUnconsciousExit
ActionUnconsciousEnter
ActionFireChargeHold
ActionCustomLaughing
ActionPropellersOn
ActionPropellersOff
ActionCustomBooing
ActionCustomCheering
ActionGunReady
ActionDeferredKill
ActionNonSupportContact
ActionBark
ActionEnterDialogueCameraState
ActionGunChargeStart
ActionIdlePlayful
ActionChangeAnimFlavor
ActionChangeAnimArchetype
ActionBoltCharge
ActionAttackMissed
ActionTunnel
ActionInteractionExitAlt
ActionLeadingArrival
ActionLeadingArrivalEmote
ActionLeadingDoneEmote
ActionLeadingDeparture
ActionEscortWait
ActionIdleFlavor
ActionInstantInitializeGraphToBaseState
ActionLegsHeal
ActionPanic
ActionCower
ActionAOEAttack
ActionPipboyInspect
ActionShuffle
ActionDodge
ActionEvade
ActionStumbleStart
ActionGunRelaxed
ActionPipboyTab
ActionPipboyMap
ActionPipboyInventory
ActionPipboyData
ActionPipboyStats
ActionPipboyZoom
ActionExitCover
ActionEnterCover
ActionPipboyOpen
ActionThrow
ActionFireAuto
ActionFireCharge
ActionFireSingle
ActionMelee
ActionSightedRelease
ActionSighted
ActionReload
ActionGunDown
ActionListenNeutral
ActionListenQuestion
ActionListenNegative
ActionListenPositive
ActionIntimidate
ActionInteractionEnter
ActionInteractionEnterInstant
ActionInteractionExit
ActionInteractionExitQuick
ActionPipboyClose
ActionPipboyRadioOff
ActionPipboyRadioOn
ActionPipboySelect
ActionPipboyTabPrevious
ActionCoverSprintStart
ActionActivateLoopingEnd
ActionMantle
ActionLeftSyncAttack
ActionRightSyncAttack
ActionFlipThrow
ActionDialogueExit
ActionDialogueEnter
ActionPipboyLoadHolotape
ActionLimbCritical
ActionCombatExit
ActionCombatEnter
ActionActivateLoopingBegin
ActionFurnitureFull
ActionInitializeGraphToBaseState
ActionFurnitureNoLongerFull
ActionLegsCritical
AACT
----
ActionTurnStop
ActionTurnLeft
ActionTurnRight
ActionMoveStop
ActionMoveStart
ActionLand
ActionFall
ActionLargeMovementDelta
ActionDeathWait
ActionDualRelease
ActionDualAttack
ActionStopEffect
ActionListen
ActionTalking
ActionDeath
ActionSummonedStart
ActionBumpedInto
ActionHoverStop
ActionHoverStart
ActionFlyStop
ActionFlyStart
ActionSprintStart
ActionPathEnd
ActionPathStart
ActionForceEquip
ActionBlockAnticipate
ActionIdleStop
ActionBleedoutStop
ActionBleedoutStart
ActionRecoilLarge
ActionRecoil
ActionBlockHit
ActionStaggerStart
ActionVoiceInterrupt
ActionVoiceReady
ActionVoiceRelease
ActionRightInterrupt
ActionRightReady
ActionRightRelease
ActionLeftInterrupt
ActionLeftReady
ActionLeftRelease
ActionRightPowerAttack
ActionDraw
ActionSprintStop
ActionLook
ActionActivate
ActionVoice
ActionSneak
ActionJump
ActionRightAttack
ActionLeftAttack
ActionSwimStateChange
ActionIdle
ActionWardHit
ActionRagdollInstant
ActionIdleStopInstant
ActionSheath
ActionGetUp
ActionKnockDown
ActionShieldChange
ActionMoveRight
ActionMoveLeft
ActionMoveBackward
ActionMoveForward
ActionDualPowerAttack
ActionLeftPowerAttack
ActionIdleWarn
Warning: Use this info at your own risk. These commands are untested, I only just found them. I assume some of them will be useful, and will be testing them over the next weeks.
Hope the info is helpful.
From the above tested parameters only these so far worked (3 are used already (see top of page examples), a 4th one was suggested, the 5th one I just found):
1. ActionThrow // Throws grenade or mine.
2. ActionMelee // Performs a melee attack.
3. ActionGunDown// Lowers the weapon.
4. ActionSheath // Holster weapon.
5. ActionReload // Reloads weapon, just like R-key.
; Use HEALING items (H / Shift+H)
H=if player.GetItemCount 23736 > 0; player.cf equipitem 23736; else; cgf "Debug.Notification" "No Stimpaks in inventory."; endif
Shift-H=if player.GetItemCount 23742 > 0; player.cf equipitem 23742; else; cgf "Debug.Notification" "No RadAway in inventory."; endif
; Equip GRENADES/MINES (Numpad<0-9>)
NumPad0=cqf GT_GrenadeCycle GrenadeCycle
NumPad1=if player.GetItemCount 000EEBED > 0; player.cf equipitem 000EEBED; else; cgf "Debug.Notification" "No Frag Grenades in inventory."; endif
NumPad2=if player.GetItemCount 0010C3C6 > 0; player.cf equipitem 0010C3C6; else; cgf "Debug.Notification" "No Molotov Cocktails in inventory."; endif
NumPad3=if player.GetItemCount 000E56C2 > 0; player.cf equipitem 000E56C2; else; cgf "Debug.Notification" "No Frag Mines in inventory."; endif
NumPad4=if player.GetItemCount 00107BD6 > 0; player.cf equipitem 00107BD6; else; cgf "Debug.Notification" "No Baseball Grenades in inventory."; endif
NumPad5=if player.GetItemCount 000FF21F > 0; player.cf equipitem 000FF21F; else; cgf "Debug.Notification" "No Pulse Grenades in inventory."; endif
NumPad6=if player.GetItemCount 0010771F > 0; player.cf equipitem 0010771F; else; cgf "Debug.Notification" "No Bottlecap Mines in inventory."; endif
NumPad7=if player.GetItemCount 000E5750> 0; player.cf equipitem 000E5750; else; cgf "Debug.Notification" "No Nuka Grenades in inventory."; endif
NumPad8=if player.GetItemCount 0010A33D > 0; player.cf equipitem 0010A33D; else; cgf "Debug.Notification" "No Plasma Grenades in inventory."; endif
NumPad9=if player.GetItemCount 0010A342 > 0; player.cf equipitem 0010A342; else; cgf "Debug.Notification" "No Plasma Mines in inventory."; endif
This method will only really work for Vanilla FormID's
* (Grenade Cycling mod required for NumPad0 line)
That is from the Grenade Cycle Function mod which inspired me to add shortcuts directly to specific types of common items.
For quick healing I use H for Stimpaks or Shift+H for Radaway.
I also added shortcuts on the NumPad keys 1 to 9 to equip a variety of grenade/mine types.
The first part of the line if player.GetItemCount 00xxxxxx > 0 prevents the item from being created if not already in your inventory.
The last part of the line else; cgf 'Debug.Notification" "No _____ in inventory."; endif displays a notification in that case.
You can change the keys however you wish or change the item type but you will need the item ID.
I would NOT recommend using this for any items from outside of the base game/DLC's as you would need to update this file if your load order changed.
NumPad1=if "14".GetItemCount 000EEBED>0;"14".cf equipitem 000EEBED;else;cgf"Debug.Notification""No Frag Grenades in inventory";endif;if "14".getEquipped 000EEBED;cgf"Debug.Notification""Grenade is ready";endif;
etc
If yes, can you guys help me with it? Ive been looking all around for it, but found nothing about it.