Fallout 4

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Any system tips ------
--/1/
Settlers

They should pick up guns/ ammo when defensive or they can get weapons and ammo left in the workbench. If you leave things on attackers by your settlements your settlers may take things from them.
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You can use small tires to push some things that you can't pick up - bones/ the rubber things at Starlight drive-in/ dead bodies.
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You can use a large or small gate - opening or closing to move a larger dead NPC or dead brahmin.
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Your companion can use a stealth boy. Provisioners are said to be able to use stimpaks.
--/2/
100% happiness easily
Add only bars and a clinic - then the high level traders, verify all settlers are assigned to a bar/ clinic / food. Have enough food/ water/ bed for all settlers.
With the console, you can see instantly if you did it correctly or if there is another problem -

Click workshop in the console
getav 0012722F; WorkshopRatingDamageCurrent
getav 00127237; WorkshopRatingHappinessModifier
getav 00127238; WorkshopRatingHappinessTarget
getav 00127240; WorkshopRatingPopulationUnassigned
getav 0012723B; WorkshopRatingMissingBeds
getav 0012723C; WorkshopRatingMissingFood
getav 0012723D; WorkshopRatingMissingWater
I had tried all the things others suggested, putting beds and generators on wood, photos, carpets, radios. Then I finally decided to look closer at the workbench data. You do not have to wait at the settlement for the number to go up. Radios, pictures or rugs did not seem to affect those numbers. I did not have that information when I got the leadership achievement.
This method has been successful in 15 settlements so far.
--/3/
In workshop mode, pressing and holding E (the primary select button)- you can grab a close group of selectable items; it also allows you to change height or rotation speed of an object.
--/4/
To take back power armor that a non- commandable NPC/ settler is using, taking the power core while hidden usually works. Using [tdetect] might also some help for that. Save first, retry from the save if you get caught. This is also for stealing power armor from hostiles then you can use [setownership] on the power armor.  I have found one or two that seemed to act buggy (disabling the pipboy) so I [recycleactor] (it puts some where you found them) them all and replaced them with a spawned power armor. For regular settlers you should be able to talk to them and then your player would tell them to exit the armor. You can also steal power armor from enemies by shooting the power core then getting the NPC away from where it dropped. The “Penetrator” perk helps for this and using the right type of gun.

Command Console only based tips ------/5/
NPC clicking / npc buzzing
It could be caused by fast traveling when they are using a crafting tool, or by using [recycleactor] when they are. Or to ones assigned to a resource gathering station - the “welding” sound.
-In console, click on the noisy NPC,
SetCommandState 1
Direct them to sit at machine that makes their noise
Wait for crafting tool to make the same noise they do
Tell them to walk away from the crafting tool`
[SetCommandState 0]  (with the NPC still clicked)
On a console the option might be to leave the NPC and the crafting tool in a settlement with that being the only thing they can use. Do not assign them a job, maybe do not have other settlers there.
--/6/
Enable workbench
If you want to get things from a placed workbench; or if you want to use the workbench without using god mode - in console - click the workbench, enter [showvars], look for the line that says "myLocation=", use that refID in the command  [SetLocationCleared refID 1]
There is also the option of placing the workbench in places that say "Cleared".
The alternative is using a companion to get things from a locked workbench.
--/7/
If you want to fast travel to a new base you made/ spawned a workbench at place a welcome mat, get the refID of the mat, make a txt file in the root of your Fallout 4 program folder "myloc1.txt"
in the txt file add -
player.moveto refID; id of your fast travel mat
refID.moveto player; ID of your companion if you have one
Then to get there type in [bat myloc1]
--/8/
You can make turrets self-healing
In the console -
Click them [modav healrate 99] (or 999)
Or give them more health [modav health 999]
It also works well for provisioners or named NPC settlers that can be killed in attacks.
--/9/
You can recreate trade routes for missing provisioners,
Spawn a settler where you can be in workshop mode, tell them where to make the trade route – Q
Then assign them to their home settlement - M.
Once you have the new provisioner, you can use them cancel the route by assigning them another job. [player.placeatme 20593]
--/10/
If you want to keep the turrets in Covenant but still want a defense number - setup a guard stand, add defense to it – [refID.setav 333 99]; where 99 is your desired defense #
If you already shot them you can use [refID.recycleactor] they do not work with your new turrets, new turrets do not work with settlers or named NPCs who were already there (at least not if you sided with synths in the Covenant tunnels).
--/11/
When you are manipulating things and getting the refID - if you have a NPC wearing a lamp, you can accidentally select them by clicking on their light; it also helps when manipulating objects or in workshop mode for a project to use [TAI] (with nothing clicked) so that NPCs cannot get in your way. It helps to use [inv] to verify that you have the correct NPC clicked.
--/12/
So you don't have to remember them or in case you accidentally click another, in the console when getting a refID - type the [refID.enable] then hit return. This is also useful when you want to place something but something else is in the way [refID.disable], place item, [refID.enable].
When I disable something, I have been taking a screenshot of the refID with the text “disable” still in the console – pressing F12 when using steam. It is very useful to use [disable] before using [markfordelete]. Or there is moving something up [modpos Z 10] to see it move, before moving or manipulating it further.
--/13/
If you [markfordelete] or scrapped something and want to undo it, and you cannot go back to a previous save to resume play, I have not yet found a way to undo it that I can recall or find now. There is the option of going to a previous save, getting the refID and doing a [refID.spawndupe] to add it to your current save, first use [prid refID].
You can also use [refID.spawndupe] to copy things found in the world to your settlements. It seems moving things found in the world does not always work when they are not able to be carried. Cell resets removed them shortly after. To copy objects that were far away to settlements - I made a copy then moved the copy - walking it across the map. [refID.moveto player]
Update: make a copy [refID.spawndupe] then use [fp] on the copy [moveto player] the ID of the copy to where you want it to be placed, then use [fp] on the copy.
[refID.Spawndupe] is like [player.placeatme refID] - it makes a copy of a refID.
--/14/
Trade with anyone, or with a doctor while on duty.
Click the NPC in the console - [OpenActorContainer 1]
I previously had "player" added to the raider and gunner factions then when I was sent to "clear the quarry", it just meant killing the target NPC or when seeing a legendary raider I could just take the legendary item with that command.
Get the refID of something you are holding - [GetPlayerGrabbedRef], not everything you drop can be clicked on, that is also useful for arming settlers - running a [spawndupe] on your favorite weapon (only do a few or one at a time between leaving the console). I made a box for things to fall into.
Carrying something heavy faster - [player.setav speedmult 200], or maybe 150.
That command is also helpful when you are following someone slow, use it on them.
Click the NPC in the console - [setav speedmult 400] 100 is default
You can have a NPC use medicines, [equipitem refID] id of stimpaks, radaway or drinks
You can use the vault 81 cure also, to remove molerat disease. [player.additem 55f10]
Selling many things to a trader - first use [additem f 30000] on the NPC trader.
--/15/
When the synth infiltrator settlement missions did not complete, there was using a [recycleactor] on one. It is recommended to use it on the one who was the settler. [Spawndupe] might also work to fix it.
--/16/
Things till to figure out…
How best to remove a second workshop in the airport that I disabled. The cell still thinks it is there when I go into workshop mode and I do not yet know what the ID of it was. What seemed to work was sending everyone away and doing a reset of the settlement using the settlement copier (FO4 cell ripper). But then I went back to an earlier save because I was at Croups manor and it was not assigning settlers. I thought it was possibly something caused by the airport cell reset but the other save assigning was also very delayed. (Ok, I exported the ID lists of the two saves and removed all the duplicates, leaving only about 2,400 new items. Then there were  items - the cut the list in half method and using a batch file [refID.moveto player] to move the IDs led me to the one workbench ID that had the [markfordelete] tag. I moved it out of the cell and further away than the original workshop)

Also there is the sanctuary and Red Rocket number of settlers going up to a seemingly random number and lowering the happiness, even with having twice as more beds than the random number. Some settlers had been sent from those locations to others.  First there was removing TV’s, radios, jukeboxes. The current test is removing all turrets and generators.  Next is removing all the stores and electrical poles. A settler who is following me is assigned to Sanctuary and she has told me when the numbers were glitched “I’m so hungry, all the time”. Update: All electrical and stores were removed from the cell, so were all turrets. It still happened, so then I made all the problem items TVs and Radios. The last thing I started to test was using [FP] force persistent on the trees and water pumps.

The original settler in Covenant was showing as hostile; I'm not sure how it was fixed, somehow after making her a companion. The settlers there were all also added to the “player’s” faction. Update: Now Penny shows as hostile. Using [resetquest] and [setstage 22a08 740] to make it seem like covenant was sided in "Human Error" with, is the last thing I tried. 

It might be useful to add a pause for the game after a load screen [tgp] and using scripts to travel? (if you have a slow hard drive) I have already tested this and it confused me for a few seconds the first time. (I made a keyboard macro that waits 45 seconds then presses "esc")
--/17/
Remade some disabled or deleted doors so *maybe only certain NPCs (with the key) can open them. And added master lockpicking to a companion [refID.setav 37E 100] so now she can open locked doors with me directing or when they are in the way, locked safes maybe also (it seems containers are no).  You can lock doors [lock 1] or 20 or 40 or 60 or 80 or 100 or one number between  -1 and -5 [unlock] clears them
Some of the stock people at settlements can have their looks edited. [slm refID 1] save first, and then [tfc 1] or for basic settlers there is [recycleactor] or [disable] and [enable] if you do not like how they look or sound.
--/18/
Use this information at your own risk. Save often.
The leading zeros on a refID or avID are optional, things after the semicolon are just notes to know what they are looking up, you do not need to type the notes in the console.
Where it says “refID” it will be a number you need to get, I put most of the commands you would type in the console inside of brackets- [] and brackets are not used for the commands.
You can click the item to set the refID you want to modify or use [prid refID].
NPC is Non-playable Character… or the artificial characters in the game.

Tldr; Random info for any system, arming settlers, moving skeletons and brahmin/1/ 100% happiness easily/2/ moving things in workshop view/3/ getting power armor from NPCs/4/
Tips that require console, fixing a clicking NPC and companions/5/using a created workbench/6/ DIY fast travel targets/7/ healthier turrets and NPCs/8/ fixing missing provisioners/9/ Covenant turrets/10/ followers while editing settlements/11/ refID tip/12/ fixing markfordelete, adding things to settlements/13/ opening the trade menu, moving faster while carrying, healing NPCs/14/ synth settlement defense fix/15/ some things I don't know yet/16/ locking doors, editing settlers looks/17/ warning and notes about this text/18/

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