Fallout 4
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Zodiac

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ChristianEV

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About this mod

Several text files for easy access to commonly needed console commands via the in-game bat command.

Permissions and credits
Changelogs
This is just a collection of text files I've made to use with in-game bat commands for convenience... that I thought I'd share with you all. Some of these are not, in fact, easier to write than the codes they give you, but, hey, they may be easier to remember. Use if you like.

I've added all the categories seperately and as a big collection archive - this will let you pick and choose as you please. The archive contains them all.
Keep in mind that the entire mod - if you download the collection archive - takes up around 83.3 kilobytes. That's slightly more than a THIRD of the thumbnail of the bat you see above. I recommend simply downloading the main archive and keeping that updated, as I will add all later commands to that, as well.

Files are as follows (written as you will write them to activate them in-game(minus the quotes)):
TRAVEL:
"bat phonehome"
Transports you to Sanctuary Hills - the opening scene.
"bat afterlight"
Transports you to Sanctuary Hills... in the game's present day.
"bat greenjewel"
Transports you to just outside Diamond City.
"bat infiltration"
Transports you just inside The Institute.
"bat flyinghigh"
Transports you inside the Prydwen.
"bat choochoo"
Transports you to the Railroad Headquarters.

STUFF:
"bat ammo"
Gives you 10000 units of each kind of ammunition.
"bat craft1k"
Gives you 1000 units of each crafting material.
"bat craft"
For the REALLY lazy (like yours truly). Gives you 100000 of each crafting material. Plus the command is really short, so there's that.
"bat magstuff"
Gives you all copies of the Hot Rodder, La Coiffe, RobCo Fun, Taboo Tattoos and Total Hack magazine series.
"bat grenades"
Gives you 20 of each type of (normal) grenade.
"bat mines"
Gives you 20 of each type of mine.
"bat specialnades"
Gives you 20 of each type of (special) grenade (not guaranteeing they'll do anything. Most of them need you to reach certain quest stages, so... use at your own risk)
"bat nades"
Combines the three above commands. Included for laziness.
"bat cages"
Gives you the materials for constructing one of each cage (Wasteland Workshop). Does NOT include common crafting materials (see above) or bottle caps (for the Gunner cage).
"bat money"
Gives you 1,000 bottle caps.
"bat motherlode"
Gives you 10,000 bottle caps.
"bat lodsofemone"
Gives you 34,464 bottle caps. Because the command says 100,000, but apparently the game can only handle transactions of a certain size? Dumb game.
"bat loadsamoney"
Alternative to the above. Does the same, but is less linguistically incorrect.
--- Power Armor ---
The below commands spawn power armor frames (with parts). These CAN be bugged. I have yet to determine what causes this, but they usually spawn slightly tilted. Some may even say "You cannot use this at this time" when activated. If this happens, open the console, click on the bugged armor and write Disable. Press Enter. If the armor disappears, write MarkForDelete. Press Enter. The bugged armor now no longer exists when the cell reloads.
If the armor does NOT disappear when using the "disable"-command, hurry up and use "enable", because you accidentally removed the wrong thing. It happens. Not just visible items are selectable with the console. Try, try again. Or leave it standing around as a testament to the game's occasional stupidity. Whatever works for you. Who knows, it may even be un-bugged at some point.
"bat armor"
Summons a set of basic Brotherbood T-60 Power Armor.
"bat thefutureisnow"
Summons a set of high-tech, post-war X-01 Power Armor.
"bat maxismine"
Summons Elder Maxson's Power Armor. This doesn't mean he won't have one if you fight him, but you can still pretend to have stolen it from him if you like. Tee-hee.
"bat junktech"
Summons a set of Raider Power Armor.

PERKS:
"bat alltheperksm"
Gives you all perks obtainable by level-up, reading magazines or gaining companion approval. Use this if your character is male.
"bat alltheperksf"
Gives you all perks obtainable by level-up, reading magazines or gaining companion approval. Use this if your character is female.
"bat removeallperks"
Removes all perks obtainable by level-up, reading magazines or gaining companion approval. Works for either gender.
"bat allperksm"
Gives you all non-magazine perks. Use this if your character is male.
"bat allperksf"
Gives you all non-magazine perks. Use this if your character is female.
"bat removeperks"
Removes all non-magazine perks from your character. Works for either gender.
"bat magperks"
Gives you all magazine perks. (See the "stuff"-section for extra magazine-stuff)
"bat removemagperks"
Removes all perks gained from reading magazines.
"bat compperks"
Gives you all companion-approval perks. (does not include Attack Dog, see below)
"bat removecompperks"
Removes all companion-approval perks. (does not include Attack Dog, see below)
"bat dog"
Adds all ranks of the Attack Dog perk. This is also included in allperks and alltheperks above.
"bat removedog"
Removes all ranks of the Attack Dog perk. This is also included in removeallperks above.
"bat craftbasics"
Gives you all ranks of the Gun Nut, Armorer, Blacksmith, Science! and Chemist perks to allow for free crafting.
"bat craftperks"
Same as above, but also adds Cap Collector and Local Leader to the mix, to give you free reign in settlement building.
"bat lootperks"
Gives you all ranks of the Locksmith, Hacker, Pickpocket, Fortune Finder, Scrounger, Scrapper and Strong Back perks to allow you to freely loot everything, everywhere (and still be able to move at a brisk jog).
"bat lootbasics"
Gives you all ranks of the Locksmith and Hacker perks. With this, the rest is up to you.
"bat point"
Adds a perk point.
"bat points"
Adds five perk points.

STATS:
"bat special"
Adds 1 to each of your S.P.E.C.I.A.L. stats.
"bat special5"
Sets all your S.P.E.C.I.A.L. stats to 5.
"bat special10"
Sets all your S.P.E.C.I.A.L. stats to 10.
"bat special50"
Sets all your S.P.E.C.I.A.L. stats to 50.
"bat experience"
Adds 100 points of experience.
"bat experience2"
Adds 1000 points of experience.
"bat experience3"
Adds 5000 points of experience.
"bat experience4"
Adds 10000 points of experience.
"bat experience5"
Adds 100000 points of experience.
When you run a command, wait for the experience bar to stop filling before running another experience-command. If not, the new one will overwrite the old, meaning that - if only 50xp have been applied by the time you press enter on the new command - you will only get those 50 out of the first.
"bat carry"
Adds 50 to your max carry weight.
"bat carry2"
Adds 100 to your max carry weight.
"bat carry3"
Adds 300 to your max carry weight.
"bat carry4"
Adds 900 to your max carry weight.
"bat carry300"
Sets your max carry weight to 300. (The 300 are without modifiers. Perks, stats and other effects are added afterwards.)
"bat carry900"
Sets your max carry weight to 900. (The 900 are without modifiers. Perks, stats and other effects are added afterwards.)

COMPANIONS:
"bat ada"
Summons Ada to your location.
"bat cait"
Summons Cait to your location.
"bat codsworth"
Summons Codsworth to your location.
"bat curie"
Summons Curie to your location.
"bat danse"
Summons Paladin Danse to your location.
"bat deacon"
Summons Deacon to your location.
"bat dogmeat"
Summons Dogmeat to your location.
"bat garvey"
Summons Preston Garvey to your location.
"bat hancock"
Summons John Hancock to your location.
"bat longfellow"
Summons Old Longfellow to your location.
"bat maccready"
Summons Robert MacCready to your location.
"bat mac"
Summons Robert MacCready to your location. (use this if you have trouble remembering exactly how his name is spelled. I know I do, at times.)
"bat piper"
Summons Piper to your location.
"bat strong"
Summons Strong to your location.
"bat valentine"
Summons Nick Valentine to your location.
"bat x6"
Summons X6-88 to your location.
NOTE: Using the command ONCE selects the companion. Use it TWICE to summon them. This is due to how the game handles code priorities.
--- Affinity ---
Basically, how much the companions like you. Use the above commands ONCE to select the companion to mod values for, then use the below commands to get the desired effect.
"bat likes"
Adds 100 companion affinity with the selected companion.
"bat loves"
Adds 250 companion affinity with the selected companion.
"bat dislikes"
Removes 100 companion affinity with the selected companion.
"bat hates"
Removes 250 companion affinity with the selected companion.
"bat showa"
Shows current affinity with selected companion. Included for debugging.
Note: Companion events usually trigger at 250, 500, 750 and 1000 affinity points. For this reason, the commands don't go higher than 250 to avoid fucking about with the sequence of things.

WORLD MODDING:
"bat settlement"
Raises the settlement budget significantly. Select the settlement's workbench in the console before using this command. Credit to GrimTech for showing me how to do this. Go endorse his mod if you use this, okay? Oh, and keep in mind that too many objects in the settlement CAN and WILL crash the game. Use this responsibly and save often.
"bat settler"
Places a settler at your location. Enter workshop mode and send them to the settlement you want them in - if this is not done, they will simply wander off and disappear.
"bat settlers"
Same as above, but gives you 5 settlers.
"bat makesettlement"
Places a workbench where you are. Note that for this to work, this command also enters you into god mode. Use the TGM command to exit god mode when you finish using the workbench. Do NOT enter workshop mode via the workshop - use the workshop mode key ('F' is default on PC.) Keep in mind that the workshop is a 'hacked' version - it does not have all the features of the Bethesda-placed settlements, and may cause issues with your game. Use it at your own risk.
--- Weather ---
"bat clear"
Clear, regular weather.
"bat rain"
Rainy weather.
"bat dark"
Slightly cloudy, darker weather.
"bat fog"
Foggy weather.
"bat storm"
Radiation storm - be wary of rads.
--- Time ---
"bat morning"
Sets the time to 6 AM. (6:00)
"bat morn"
Same as above.
"bat noon"
Sets the time to 12 - noon. (12:00)
"bat night"
Sets the time to 6 PM. (18:00)
"bat midnight"
Sets the time to 12 - midnight. (24:00)

For some reason, removeperk does NOT work for the V.A.N.S. perk. I will post a fix if/when I figure out how to actually get rid of it.

If you feel I've left out any combinations that you would often need, feel free to ask me to do a .bat of them. Or do it yourself, lazybones. ;p

Credit to https://docs.google.com/spreadsheets/d/1J9quAMtGK70aptz0t5teqWHGZJ9T9uvJmzNEBJEB36Q/htmlview?usp=sharing&sle=true# for allowing me easy access to a lot of commands for lookup and review. Easier than testing them all through the game, myself. Most of my commands have been tested and verified by myself.
Also credit to GrimTech for letting me see how to alter the settlement budget and Helioglyph for letting me see how to make new settlements.