additem(name, quantity)
additem takes simtype internal name and an optional quantity.
examples:
--add kellerac's sword
additem('sword2h_unique12f')
--add 10 prismere lockpicks.
additem('lockmelter',10)
For reference here is some helpful dumps:
equipment
components
gemsspawn(name)
spawn takes a simtype and spawns it in front of you.
examples:
--spawns a clown car
spawn('obj_clowncar')
--spawns alyn shir
spawn('NPC_MQ_DOK_AlynShir')iprint(message)
iprint uses the games notification system to print message and localize data.
Takes either a string or an ia64.
-- print Hello world
iprint('Hello world!')
-- print the localization of the suffix Of The Warlord.
iprint(BUFF_ID('Suffix_Char_Crit_Chance_Plus_Damage_03'))cheatmenu()
launches the games built in debug cheat menu.
If you are running this from the in-game prompt make sure to use your mouse to accept the command!messagebox(str, title)
pops up a messagebox. Can optionally take a title. Takes either a string or an
ia64.
messagebox('advanced','hello world!')lua()
Brings up a prompt and allows the user to enter lua commands to execute.run(path)
Runs an external file located at path.
run('.\\mods\\some_other.lua')
15 comments
How do you write the correct command for:
SkillUnlock_Teleport_Ice_3
ReckoningMode_InfiniteMeter
Is there a way for removing skill points?
(even the trained ones)
-Thx
https://raw.githubusercontent.com/mburbea/koar-item-editor/master/KoAR.Core/Data/definitions.json
Edit: In fact, I see a distinct lack of items that aren't equipment, gems or components. Things that a console like this would make a lot easier. Like Meat, Fish and bugs from Dead Kel.
Otherwise if you prefer add backpack you can try: additem('Item_InventoryIncrease',10)
For repair kit try: additem('Blacksmithing_RepairKit01',10)
cheatmenu() is what you seek. It is run via the F2Console window.
tl;dr - cheatmenu() has all of that functionality within - resources for alchemy, sagecraft, potions, armor/weapons resources, etc.. It's pretty killer, if a bit quirky.. Use the MOUSE when activating it, not the controller (if you use one).
+--------------------------- anecdotal stuff (i.e. experiential background) ----------------------+
Somewhat long-winded anecdotes follow, ;-)
The cheatmenu() command - executed on the F2Console prompt [and use the MOUSE to activate it - if you have a controller, using it will frak-up the mod and sometimes gets you stuck with the cheatmenu open but inaccessible. Use the MOUSE even if you are a controller user]. [EDIT NOTE: After activating it using the mouse after typing in "cheatmenu()", you CAN use the controller to navigate around within the cheat menu, in fact imho it is easier. L-stick navigates between tabs, and R-stick navigates choices for the most part. It's easy enough to figure out]
Anyway - the cheatmenu() has several commands within "items" I believe, for adding various alchemy ingredients, for sure - as well as blacksmith's resources for making armor and weapons. Also has a cool digital-clock display you can enable [it's hard to know what f'in time it is without a clock, lol]. Tons of other features as well.
The thing is - some of the menu items will crash the game (at least they did for me) - but the ones that add ingredients and resources worked fine. Beware of some of the DLC and unrecognized options - stick to the familiar. And plan to spend several minutes if you want to do it right.
Be careful not to overdo the inventory though - it slows the UI down when it gets really large (they have altered the game a bit with the latest patch to help a bit with that - via sub-folders for various resources that used to be all in one list under items in the KOA inventory).
I had about 50% of my saves becoming corrupted when I was overusing the cheatmenu() UI - I don't know precisely why, and there were a couple other mods, but - I think it was just some memory getting stomped on (internally -- bad pointers and whatnot) when hundreds of ingredients, gems, armor/weapon bits were added. (Hey, crafted killer armor and weapons though, ;-)
Anyway - cheatmenu() is your go-to for adding ingredients for potions, alchemy and forging weapons/armor.
Cheers - hope perhaps this helps someone. It is hardly a tutorial, for sure. The cheatmenu() is fairly intuitive, I guess - and trial and error was my m.o. for using it. SAVE SAVE SAVE... and -
BACKUP YOUR SAVES - as in copy the entire saves directory to a different drive if you have it even. Sometimes it seems that some meta within the save folder (profile changes or .. ?) gets corrupted, as opposed to just a single save-file. Take "snapshot" backups of working save directories, I urge you, if you use cheatmenu much.
I wrote a kinda cool script that creates a compressed, datetime-stamped archive of the save folder, and also does a basic verbatim copy of the latest folder for overkill.
The script even allows one to enter comments pertaining to their most recent experiences while playing (i.e. what is in those latest saves being archived? Glitches, odd behavior, interesting events, where in the playthru were we?). It highlights the most recent few saves in a list displayed when the back completes - saves the comments to a logfile of the entire backup with the same name as the archive [i.e. date-time stamped], and another script to look it up and display exactly what was going on when each of the backups were taken. Guess I was a little bored that week ;-) Makes it possible to easily maintain backups of every save despite the limit of 130 for the game. You end up having to delete/overwrite eventually - but it's nice to have archives of all of them anyway. I learned early-on to SAVE OFTEN with KOA. Definitely overkill, can't deny it.
Cheers!