About this mod
Collection of script files created during over 3000 hours of gameplay.
- Permissions and credits
If you don't know what batches are - they are simple text files that you put into your game directory, and each file contains one or more console commands. When you type "bat helloworld" in your console, the game looks for "helloworld.txt" in your game directory, and then executes each command from that file.
Inside the archive, there is a "readme.pdf" with description of each bat, and 90 scripts.
Here is what you'll see in readme:
STARTUP
quickstart
Right after you discover Sanctuary, run this script. Then – go and unlock the workshop (yes, you don’t need to kill a fly or roach). Then speak to Codsworth. He will immediately become available as your companion. Then, if you like, you can go and free Preston. Or not.
If you will speak to Codsworth before unlocking the workshop, the workshop will become unavailable until you complete Preston’s quest.
startup
Unlocks ballistic weave, makes companion “dislike” reaction to have no effect, gives 10 bobby pins, unlocks the door to Curie lab (so you can skip the Curie quest, just go straight to her lab, the “locked” door on the left after you enter the Vault 81). Run it as soon as new game starts, doesn’t matter when.
PLAYER RELATED
bweave
Unlocks ballistic weave
Resources and items
beacon
Add enough resources to build radio beacon.
desk
Adds enough resources to build Sim Settlements mayor desk(which allows to build Sim Settlement).
donation
Adds various shipments to your inventory, which are usually enough to fill the scrap requirement for SimSettlement city upgrade.
getlabcoats
Gets 10 lab coats. Sometimes useful to mark medics in settlement.
nukacola
Adds 50 bottles of ice-cold versions of the drink. Use it after selecting the container in console.
riflemods
Gives my favourite mods for combat rifles. Use it withcopy/copy2/provisioner if you want to produce top combat rifle.
bot
gives enough resources to build either tidy or salvage bot.
Settlers (select settler in console, then run this batch)
ammo
Generate 5 of most commonly used ammo.
brave
Makes NPC brave (won't run from combat). Foolhardy.
civ
Adds minutemen uniform, random leather chest armour, cap and hat. No weapons! DEDUCTS MONEY for all added items. If you want to cheat a little, just remove the last line, which deducts money.
commandable
Makes NPC commandable. So you can move unmovable settler, or make foreign settler your own.
copy
Adds minutemen uniform, random chest leather armor, random combat rifle, combat knife, combat helmet, stimpak. DEDUCTS MONEY.
Usually use it to make uniformed settlers.
copy2
Same as copy, but with full leather armor. Use it forguards.
provisioner
Similar to copy2, but adds full set of combat armor and plasma grenade. Use for provisioners. This is the most expensive of equipment
bats.
helmet
Adds combat helmet to inventory. Doesn't equip it automatically. Doesn’t deduct money. Use it for friendly NPCs, like caravan guards or whoever, so you could see them in the night. Provided you have a mod that restores combat helmet lights.
NPCs (including settlers)
docile
Makes NPC coward (flees from combat)
brave
Makes NPC brave
follow
Makes NPC follow you instead of Dogmeat. Use with care
frenzy
Makes NPC berserk - attacks everyone, and the feeling is mutual
friend
NPC gets good relations to you and slowly heals the damage.
helper
Sets good combat settings on NPC that may fight on your side. Like caravan guards.
kamikaze
Makes NPC frenzy and gives him rifle and grenade to cause mayhem. Try it in Diamond City... Speaking of which – see “upperstands” below.
leader
Makes NPC friendly, better fighter and slowly regenerating health. Use it on mortal friendly NPCs.
robot
Adjusts properties of robot, similar to friend.
levelup
Makes NPC close to your level. Select NPC in console and run this bat. Warning – this will also upgrade unit equipment, but will not reset
NPC inventory.
like
Modifies companion affinity by +100. This is the fastest way to get companion affinity, as they will tend to spam you with dialogues in a
few minutes time.
minigun
Adds and equips minigun. Use it for guard settlers or provisioners.
mman
Spawns minuteman and focuses console on him, so you could execute additional commands specific to him.
norads
Removes radiation damage, when NPC is downed by it.
slowdown
When NPC is running from you during the dialogue, this will stop him until next time you meet him or unless you use the normal speed bat.
resume
Resumes NPC from slowdown. Usually you don’t have to do that– they should recover once you leave the cell.
fast
Makes NPC 30% faster. Note, that some robots may be 300%faster already!
fast4
Makes NPC move 4 times faster.
fast5
Makes NPC 500% faster. Not immersive, at all.
fast10
This is useful for hovering robots. Such as tidy bot or salvage bot. Yes, it changes speed to 10x.
noway
When NPC is storming the wall, this will tell him this path is invalid
Workshop
budget
Slightly increase settlement budget, if you need to build something, but it's full. Helps with Sim Settlements. Select your workshop in console first.
Objects
dog
Spawns dog. Use it within settlements, so that you can move new dog to settlement. It's not assigned by default.
pickup
Grab the PRID of what you picked up (holding in air using E). Use it when you can’t point the object in console, but can pick it up.
Fixes
fixattacks and fixattacks2
Usually first is enough. Fixes settlement attack if you are too far away. Provided you have no mod that converts settlement attack to proper quest.
fixcait
When you are at 999 affinity and you don't want to cure her addiction, run this and she will be romanceable and still like drugs.
fixdeezer
Makes Deezer essential.
fixflare
When minutemen just can't stop following you - this ends the hidden quest of the flare gun.
fixrylee
When trader Rylee screws up her dialogue and can't be recruited.
fixworkshop
In unfortunate event that you can't get the ownership of the workshop, but want it badly. Select workshop in console, run this script, and it will make you the owner of the settlement. Beware, that existing settlers, if any, will not become yours.
fixcovenant
Fixes the ownership of all objects in Covenant. As you know,after you gain control of Covenant, grabbing anything there is considered stealing. Not anymore.
Spawns
outpost
4 minutemen and 3 combat knives. When fight happens, they will pick up knives. Use it to create outpost with high degree of uncertainty –
they may or may not win the fight.
outpost2
2 LEVELED active protected minutemen. They will guard the perimeter and may wander a little. Give them better weapons and they will
secure any location, like the settlement you don’t need yet.
This is my favourite command to set up the minutemen outpost.
outpost3
3 LEVELED minutemen of different types.
outpost4
4 leveled minutemen of the same type.
outpostbos
BoS units - Knight-Sergeant, Aspirant, Gutsy.
Important note about BoS units - they will not just standstill. If there will be a combat nearby where BoS unit is involved, they will
rush into battle. That's, actually, pretty useful in places like center of
Boston.
outpostbos2
Knight-Sergeant, Aspirant, Gutsy, Paladin Commander, 2 knights
outpostbos3
Knight-Sergeant, Aspirant, Gutsy, Star Paladin, 2 knights
outpostcit
CIT stands for "Commonwealth institute of Technology". This will spawn 5 synths. Make sure you are ally of the
Institute before run this. These synths are supposed to be Commonwealth-friendly, i.e. not hostile to anything that moves.
outpostcit2
4 synths
outpostcitsm
2 synths
cpsynth and cpsynth2
Adds 1 or 3 synths to outpost. This is for use after you won with the Institute at the outpost location.
protectron
Spawns protectron watcher and focuses the console on him.You can use yoba scripts (see below) before closing the console, to switch his
alignment.
raider
Spawns raider scum and focuses the console on him / her. Run recycleactor if you want to change the looks.
sentry
Same, but top sentry bot. You better set his alignment before closing the console. You’ve been warned.
assaultron
Spawns the most powerful Assaultron version from Nuka-World.Requires Nuka-World. Same warning as with sentry.
YOBA
These are 3 scripts that convert any unit into particular faction and do other good things to NPC. All of them remove creature from existing faction, so works on any, even naturally hostile NPC. It then adds NPC to particular faction, makes it friendly to you and for institute and minutemen only – will add slow self-healing out of combat.
yobam
Convert to minutemen faction.
yobab
Convert to Brotherhood of Steal faction. Note that BoS units are managed by BoS faction, and they will rush to wherever BoS has trouble.
Hence, if you put that spell on mortal, his chances to survive will somewhat decrease.
yobai
Convert to Institute faction. Important – this is for use outside the institute, there are 2 factions required for non-aggressive institute unit, and this bat adds to both.
If you are playing for Minutemen or BoS, you can consider yoba a recruitment script, while when you are playing for the institute you can count it as replacing someone with synth or hacking a robot or… Well, you get the idea. It can be fun.
QUESTS
After 2000 hours in the game, some quests are just booooring. Here is what we can do about it.
q_ghoulproblem
Completes the "ghoul problem" type of quest. You can kill those ghouls later, why not to lie about it now? Will that settler go
and check the work? Nah.
q_MinutemenRadiant
Completes minutemen radiant quest.
q_raidertroubles
Same, but Raider Troubles radiant.
q_greenskins
Same, but Greenskins radiant.
q_troubledwaters
When you want to get Graygarden, but don't want to fight mirelurks yet. This will complete the quest but won't flush the water at the
plant. You may want to do it later. Graygarden is yours, though.
q_farfromhome
First quest of Far Harbor. This skips the holotape hunting and extra chats. Allows you to sail to FH.
q_bloodtide
Skip most of Cassie Dalton quest. Speak to her once, then,once the Blood Tide quest started, execute this script. Then speak to her for
one last time.
q_riteofpassage
Skip the Rite Of Passage quest in Far Harbor – that’s the Captain Dance one. Speak to doctor, run this script, and right to celebration.
q_walkinthepark
Skip the quest of walking with Oldfellow to Acadia, in FarHarbor. Just run this script. You get the settlement and Oldfellow as possible
companion.
q_hullbreach1
The first part of the Hull Breach – when you have to get thet ools to Mariner. Execute once you get the quest, as always.
q_bunkerhill2
Second quest for Bunker Hill. If you don’t want to waste your time on Judge Zeller.
q_bunkerhill1
First quest for Bunker Hill. Deal with ghouls.
q_thelostpatrol
The most boring quest of investigating the battle grounds and finding Paladin Brandis. This will let you to just go and speak to the old
freak.
q_outofthefire
Finch farm quest. Once you get it – run this script. You’ll get right to the scene when you return the sword and son to father. It will
also give you the bobblehead, but you have to drop it and then pick up again!
q_returningthefavor
Abernathy farm quest. Same as previous – drop the magazine,then pick it up.
q_sanctuary
The Sanctuary quest – when you speak to Sturges and build various things. If you have Sim Settlements or Transfer Settlements, this helps
to avoid multiple conversations. Run once, then speak to him once all conditions are met.
SHORTCUTS AND RECIPES
initCurie
This looks like bat, but it has to be typed. You can run it as bat (e.g. “bat initCurie”), but then re-type the commands you’ve seen on the screen. This will convert robot Curie to synth, make her friendly and move to you. Do it after you have completed the Hole in the Wall quest.
In order to go through the Hole in the Wall faster, unlock the door that leads to Curie – the line in startup does that.
JOKES
upperstands
This will arm all Diamond Cities upperstands with .44 gun, give them stimpak, and make them frenzy. All at the same time. Not the robot, though his chances to survive are dim, if all of them are there. I usually execute it after the Diamond City Blues quest completed.