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  1. Caladon
    Caladon
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    My other mod Add Resources is also a Tutorial on finding ID's and making Batch Files (Bat Files)

    This mod is mainly designed to show how to add Legendary Stats to Weapons, Spacesuits, Helmets, and Boost Packs as well as setting the
    Quality Level. It does include 4 bat files that can auto mod each type to Legendary Level with My Favorite Legendary Stats.
    moda.txt mods Armor,
    modh.txt mods Helmets,
    modp.txt mods Boost Packs and
    modw.txt mods Weapons.
    Just extract those 4 files to the Root of your Starfield Game Folder (Where Starfield.exe is) and in game Drop the item to mod on the Ground (Not in your ship as it is almost impossible to correctly select it in Command mode) open Command Prompt and Click on the Item so it shows it's ID (Ex ARMO XXXXXXXX) then type "bat moda" with no quotes and hit enter and when you close the prompt and pick up the item it will have 3 effects and be legendary.
    moda.txt, modh.txt, and mod p.txt can be used interchangeably with any Armor, Helmet or Boostpack but modw.txt can only be used with Weapons.

    moda.txt adds
    amod 000be542 ; mechanized +40 carry capacity
    amod 001336c1 ; chameleon makes you invisible in sneak while not moving
    amod 00060295 ; weapon holsters weapons weigh 50% less

    modh.txt adds
    amod 000be542 ;mechanized +40 carry capacity
    amod 000690ae ;o2 filter -25% oxygen consumption
    amod 000710fd ;acrobat reduces fall dmg by 50%

    modp.txt adds
    amod 000be542 ; mechanized +40 carry capacity
    amod 000690b0 ; o2 boosted +20% oxygen
    amod 000710fd ;acrobat reduces fall dmg by 50%

    modw.txt adds
    amod 000ff442 ;Legendary 1 - Anti-Personnel
    amod 00122f1c ;Legendary 2 - Hitman
    amod 000fa8d6 ;Legendary 3 - Explosive

    To set the Quality Level of any Item Drop the item to mod on the Ground
    (Not in your ship as it is almost impossible to correctly select it in
    Command mode) open Command Prompt and Click on the Item so it shows it's
    ID (Ex ARMO XXXXXXXX) then type "amod 3AF7D" no quotes for highest
    quality level

    Quality Codes
    Armor
    11E2BB    mod_Armor_Spacesuit_Quality_01
    11E2BC    mod_Armor_Spacesuit_Quality_02
    11E2BA    mod_Armor_Spacesuit_Quality_03
    11E2B9    mod_Armor_Spacesuit_Quality_04
    3AF7D    mod_Armor_Spacesuit_Quality_05

    Weapons
    Thanks kbubba
    06 September 2023, 10:48PM
    Also for anyone who wants to know the Weapon Quality Codes:

    Calibrated (Level 2) - 0028F442
    Refined (Level 3) - 0028F443
    Advanced (Level 4) - 0028F444
    ????? (Level 5) - 0028F445 - Increases stats, but not item name


    Here are all the Legendary codes I have found so far

    These will all work with Armor, Helmets, and Boost Packs
    Mod Rare          sets the Rare Mods
    Mod Epic          sets the Epic Mods
    Mod Legendary     sets the Legendary Mods

    Mod Rare

    ID            Name            Modifier Description
    002c43db    Sensor chip        +20% acc while moving
    000be540    Sentinel         75% chance to take 50% less damage while not moving
    002c43dc    Headhunter        +25% damage on next attack after a headshot
    002ede59    Armor Plated    -10% damage from physical,energy and em
    000be542    Mechanized        +40 carry capacity
    002EDE4F    Assisted Carry    reduces O2 consumption while encumbered by 75%
    00002983    Incendiary 2    10% chance to ignite nearby attackers
    00059ae8    Mirrored        4% chance to reflect attacks
    0006029d    Repulsing        5% chance to disarm nearby attackers


    Mod Epic

    ID            Name            Modifier Description
    000690b0    O2 boosted        +20% oxygen
    001336be    Combat Veteran    -15% damage from humans
    001336bd    Beast Hunter    -15% damage from aliens
    001336c1    Chameleon        makes you invisible in sneak while not moving
    0013369c    Ablative        -15% incoming energy damage
    00133699    sturdy            -15% incoming melee damage
    000690ae    O2 filter        -25% oxygen consumption
    001336c6    bolstering        grants up to +100 energy and physical resistance, the lower your health
    001336bc    technician        -15% damage from robots
    0013369e    anti-ballistic    -15% incoming damage from ranged weapons


    Mod Legendary

    ID            Name                Modifier Description
    002ede4e    Fastened            +20 carry capacity
    000c9a43    Auto Medic            automatically use a med pack when hit and health is below 25%, 60s cd
    000710f7    Galvanized            +25 corrosive resistance
    0007d728    Incendiary 1        randomly deal fire damage (works with the other incendiary mod too)
    000710f6    Liquid Cooled        +25 thermal resistance
    00060293    Resource Hauler        resources weigh 25% less
    000690af    Analyzer            +10% dmg to scanned targets
    000710f5    Leadlined            +25 radiation resistance
    002c43da    Hacker                +2 max auto attempts that can be banked while hacking
    00060295    Weapon Holsters        weapons weigh 50% less
    000710fd    Acrobat                reduces fall damage by 50%
    000710fa    Antiseptic            +25 airborne resistance
    000e8d64    Staggering            small chance to stagger enemies


    Weapon Legendary Mods
    For Weapons the number of mods added determine the Class Ex 1 mod = Rare, 2 Mods = Epic, 3 Mods = Legendary

    ID                Name                Modifier Description
    000FF442        Anti-Personnel        +10% Damage against Humans
    000FEA07        Bashing                Deals double damage when gun bashing
    000F437E        Berserker            Does more damage the less armor one has
    000F428E        Cornered            Damage increases as health decreases
    000FC884        Demoralizing        Small Chance to Demoralize a Target
    001625EB        Disassembler        +20% Damage against Robots
    0031C0C4Elementalgives a chance on a random elemental effect
    000FA8D6        Explosive            Randomly switches to Explosive Rounds
    000FFA3B        Extended Magazine    Doubles the base magazine
    0015DD18        Exterminator        +30% Damage against Aliens
    000FC8A4        Frenzy                Small Chance to Frenzy a Target
    000EA117        Furious                Each consecutive hit deals more damage
    00122F1C        Hitman                +15% Damage while Aiming
    0007D728        Incendiary            Randomly switches to Incendiary Rounds
    000F2013        Instigating            Deals Double Damage to Targets with Full Health
    000FEA49        Lacerate            Randomly applies a Bleeding effect to the Target
    000FFA3C        Med Theft            Chance that Humans drop extra Med Packs on Death
    00319AEC        Poison                Randomly Deals Poison Damage and Slows the Target
    000EA13B        Radioactive            Randomly switches to Radioactive Rounds
    000FEA04        Rapid                +25% Increase in Attack Speed
    000F4557        Shattering            Break Through even the Strongest Armor
    0031C0C4Skipshotgives an extra shot every 4th bullet
    000F7321        Space-Adept            +30% Damage when in Space and -15% Damage when on a Planet
    000E8D64        Staggering            Small Chance to Stagger Target
    000FFA3D        Titanium Build        Premium Build Materials make this Weapon Light as a Feather

    From kbubba
    For All Standard Mods here is a Starfield Modifiers - Google Sheets
  2. VandarNoranno
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    With the info from this "mod" and the master item mods list, plus a few hours of testing, I came up with this.  I haven't tested adding mods to clothing yet, and haven't touched the actual crafting mods.

    For armor quality, numerical values may be different for different base items.  Suit/Helm get 2x as much bonus as Pack for a given quality.

    ; Spacesuit/Helmet/Pack Quality:
    ; Armor qualities are NOT additive, and only latest one added takes effect.
    ; If quality mod is removed, item will revert to base.
    ; Tested using Constellation Spacesuit 0x001e2b18, Space Helmet 0x001e2b17
    amod 0011E2BB ; Base       (T1, no addition)
    amod 0011E2BC ; Calibrated (T2, +16 all base armor)
    amod 0011E2BA ; Refined    (T3, +32 all base armor)
    amod 0011E2B9 ; Advanced   (T4, +48 all base armor)
    amod 0003AF7D ; Superior   (T5, +64 all base armor)

    ; Pack Quality:
    ; Can also apply Suit/Helmet mod instead for double the bonus armor (recommended).
    ; Tested using Constellation Pack 0x001e2b19
    amod 001CAE05 ; Base       (T1, no addition)
    amod 001CAE34 ; Calibrated (T2, +8 all base armor)
    amod 001CAE35 ; Refined    (T3, +16 all base armor)
    amod 001CAE36 ; Advanced   (T4, +24 all base armor)
    amod 0003AF7F ; Superior   (T5, +32 all base armor)

    ; Armor - you have three pieces: Suit, Helm, Pack.  Each can have only one of each "group" of mods.
    ; Mods of the same name do not stack, so you can't triple up on Resource Hauler or Mechanized.
    ; All of these can be applied to any type of armor, though some of them are naturally only on suits, helms, or packs.

    ; Armor Group 1:
    amod 001336C1 ; Chameleon: Blend with the environment while sneaking and not moving.
    amod 001336C6 ; Bolstering: Grants up to +100 Energy resistance and Physical resistance, the lower your health.
    amod 0013369E ; Anti-Ballistic: -15% incoming Physical damage from ranged weapons.
    amod 001336BD ; Beast Hunter: -15% damage from Alien Enemies.
    amod 0013369C ; Ablative: -15% incoming Energy damage.
    amod 001336BE ; Combat Veteran: -15% damage from Human enemies.
    amod 00133699 ; Sturdy: -15% incoming melee damage.
    amod 001336BC ; Technician: -15% damage from Robot enemies.
    amod 000690B0 ; O2 Boosted: +20% oxygen capacity.
    amod 000690AE ; O2 Filter: -25% oxygen consumption.
    ; Armor Group 2:
    amod 000C9A43 ; Auto-Medic: Automatically use a Med Pack when hit and health is below 25%, once every 60 seconds.
    amod 00060293 ; Resource Hauler: Resources weigh 25% less.
    amod 00060295 ; Weapon Holsters: Weapons weigh 50% less.
    amod 000710FA ; Antiseptic: +25 Airborne Resistance.
    amod 000710F7 ; Galvanized: +25 Corrosive Resistance.
    amod 000710F5 ; Leadlined: +25 Radiation Resistance.
    amod 000710F6 ; Liquid Cooled: +25 Thermal Resistance.
    amod 000710FD ; Acrobat: -50% fall damage.
    amod 002C43DA ; Hacker: +2 max auto attempts that can be banked while hacking.
    amod 000690AF ; Analyzer: +10% damage to scanned targets.
    amod 002EDE4E ; Fastened: +20 carry capacity.
    ; Armor Group 3:
    amod 000BE542 ; Mechanized: +40 carry capacity.
    amod 0006029D ; Repulsing: 5% chance to disarm nearby attackers.
    amod 00002983 ; Incendiary: 10% chance to ignite nearby attackers.
    amod 000BE540 ; Sentinel: 75% chance to reduce damage by 50% while standing still.
    amod 002D01A2 ; Peacemaker: Rifles do 10% more damage.
    amod 00059AE8 ; Mirrored: 4% chance to reflect attacks.
    amod 0006029F ; Reactive: 10% chance to stagger nearby attackers.
    amod 002C43DB ; Sensor Chip: +20% accuracy while firing on the move.
    amod 002C43DC ; Headhunter: Deals +25% damage on the next attack after hitting a target's head.
    amod 002EDE59 ; Armor-Plated: -10% incoming Physical, Energy, and EM damage.
    amod 002EDE4F ; Assisted Carry: Drain 75% less O2 when running while encumbered.

    ; Weapon Quality:
    ; Adding qualities is additive, no limit.  Quality 1 is 0, Qualities 2-4 increase based on weapon, only add damage.
    ; Each weapon has their own quality mods, but effect is same for all that I've tested, so just using these.
    ; There is a 5th Quality, but it's effect is to randomly use one of the other 4 (for random loot I assume).
    ; Tested with AA-99 Rifle 0x002bf65b
    amod 0012FD2C ; Base       (T1, no addition)
    amod 0012FD2D ; Calibrated (T2, +more damage)
    amod 0012FD2E ; Refined    (T3, +even more damage)
    amod 0012FD2F ; Advanced   (T4, +lots more damage)

    ; Weapons - You can have only one of each "group" of mods on a weapon.
    ; You can add these to melee weapons, or the cutter as well, though some don't make sense that way.

    ; Weapon Group 1:
    amod 000FF442 ; Anti-Personnel: +10% damage against humans.
    amod 000FEA07 ; Bashing: Deals double damage when gun bashing.
    amod 000F437E ; Berserker: Does more damage the less armor one has.
    amod 000F428E ; Cornered: Damage increases as health decreases.
    amod 001625EB ; Disassembler: +20% damage against robots.
    amod 000FFA3B ; Extended Magazine: Doubles the base magazine capacity.
    amod 0015DD18 ; Exterminator: +30% damage against aliens.
    amod 000EA117 ; Furious: Each consecutive hit deals more damage.
    amod 000F2013 ; Instigating: Deals double damage to targets with full health.
    amod 000FAEAB ; Oxygenated: Hold-breath time when aiming using a scoped weapon is increased.
    amod 000F7321 ; Space Adept: +30% damage while in space, and -15% damage while on a planet.
    ; Weapon Group 2:
    amod 0008AB47 ; Corrosive: Randomly deals corrosive damage and reduces the target's armor over 6 seconds.
    amod 000F2E39 ; Crippling: Deals +30% damage on the next attack after hitting a target's limbs.
    amod 000EA0BA ; Handloading: Volatile rounds that are designed to pack a bigger punch, but aren't as stable and can fail on occasion.
    amod 00122F1C ; Hitman: +15% damage while aiming.
    amod 0007D728 ; Incendiary: Randomly deals incendiary damage.
    amod 000FEA49 ; Lacerate: Randomly applies a bleed effect to the target.
    amod 000FFA3C ; Med Theft: Chance that humans drop extra Med Packs on death.
    amod 00319AEC ; Poison: Randomly deals poison damage and slows the target.
    amod 000EA13B ; Radioactive: Randomly deals radioactive damage and demoralizes the target.
    amod 000FEA04 ; Rapid: +25% increase in attack speed.
    amod 000E8D64 ; Staggering: Small chance to stagger enemies.
    ; Weapon Group 3:
    amod 000FBD3C ; Concussive: Small chance to knock down targets.
    amod 000FC884 ; Demoralizing: Small chance to demoralize a target.
    amod 0031C0C5 ; Elemental: Randomly deals Corrosive, Radiation, Poison, and Incendiary damage.
    amod 000FA8D6 ; Explosive: Randomly switches to explosive rounds.
    amod 000FC8A4 ; Frenzy: Small chance to frenzy a target.
    amod 000F4CF0 ; One Inch Punch: Rounds fire in a shotgun-like spread.
    amod 000F4557 ; Shattering: Break through even the strongest armor.
    amod 0031C0C4 ; Skip Shot: Every fourth shot fires two projectiles at once.
    amod 0031C0C6 ; Tesla: Rounds will sometimes emit electricity where they land that damages and slows nearby targets.
    amod 000FFA3D ; Titanium: Premium build materials make this weapon light as a feather.

    Rarity:
    0 mods: White  (Base)
    1 mod:  Blue   (Rare)
    2 mods: Purple (Epic)
    3 mods: Gold   (Legendary)


    1. Wid0wMaker
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      Perfect, I was trying to upgrade weapons to legendary but they all changed to epic with only 2 perks, using one perk from each group worked.
    2. Caladon
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      Thank You VandarNoranno This is Awesome! I will Sticky it!
  3. bonefish267
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    The auto mod bats don't seem to work, I could however use individual codes to mod my weapons. 
  4. TheCreepsterTim
    TheCreepsterTim
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    000F4CF0 this is the one inch punch perk if anyone is wondering
  5. Foxxieboy
    Foxxieboy
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    It seems like energy weapons like equinox and Orion are not benefiting from tier upgrades through the tier/quality console commands for weapons. Tested with an Equinox and an Orion I dropped on the ground and one that was on a weapon rack in the Lodge basement, no matter what tier I changed them to, their damage didn't change.

    It worked perfectly for all the ballistic weapons I tried, so this is odd.

    Edit, going to try the other weapon quality commands in the stickied post, I was using the 28f44x commands but the other stickied post has alternatives that go 12FD2X and see if those work on energy weapons.

    Edit 2

    Neither set of amod commands seem to affect the damage of Equinox or Orion on my end.
    1. RockerKitten
      RockerKitten
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      came here to say this. the "laser" weapons either don't/can't improve from the stat increase, or have a different prefix (likely). Hopefully someone will be able to find the code for energy weapons.
    2. Foxxieboy
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      Apparently each weapon has its own prefix for adding quality tiers, detailed in this link to a google sheet/document with all weapon mods. Just CTRL-F and search for the weapon's name and _Quality to find the weapons' appropriate amod codes.

      All Weapon Mods Sheet

      I would definitely recommend it, as I found the ones that work properly for the Equinox and Orion, and presumably others.
    3. GamingBiker
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      This was provided by No_Quit5456 on the following Reddit URL: https://www.reddit.com/r/Starfield/comments/16c3tot/weapon_and_armor_modifiers_rarity_slots_and_id/?context=3

      I have tested both of these from No_Quit's comment:
      - Quality 4 for Energy Weapons: 28F462
      - Quality 4 for dual Ballistic/Energy Weapons:  28F45A

      I am not sure what the Electromagnetic (EM) weapon quality code is yet, but please remember that Energy & EM are not the same type. Lasers are Energy, not EM.

    4. rickrivera23
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      You can also stack these, my cutter is legendary and does 36 Eng Damage

      Added legendary Traits:
      Furious - Deals more damage with each consecutive hit
      Hitman - 15% dam while aiming
      Titanium Build - has a mass of .2 lbs/KG vs the 5 lbs/KG 
  6. dazowx
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    Any chance for a video detailing how to do this please.  Thank You
    1. rickrivera23
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      Click the little "~" symbol under the "esc" button on your keyboard (that's where mine is anyways) while in game, will bring up the "console command"

      Then if you want to add a weapon/armor modifier, use your mouse and hover/click over the weapon/armor will then show a "WEAP" or "AROM" with a number with letters.

      Take that WEAP/AROM NUMBER  example -->FF080550 - Particle Beam Shotgun then type .amod then any one of these (List Below) 1 at a time 000FF442 ; Anti-Personnel: +10% damage against humans.

      The 3 bold end up like this -  FF080550.amod 001E2AF7 then hit enter, hit the ~ again to CLOSE the console command, then look away from your WEAPON/ARMOR then look back at it to see the change, once you get the hang of it, can just add everything you want to the item and see the results without closing console command.

      It's the same process to take a regular item from standard to Superior Advanced.

      INCREASE WEAPON LEVEL 
      You drop a weapon on the ground, select it with the console to get it's unique ID (not the same as the general ID) , and then type <UniqueID>.amod <QualitylevelID>. Example, changing a normal Grendel to a calibrated one - FF01DFCC.amod 0028F442

      0028F442 - Calibrated (Level 2)
      0028F443 - Refined (Level 3)
      0028F444 - Advanced (Level 4)
      0028F445 - Superior Advanced (Level 5) - Increases stats, but not item name

      Weapons - You can have only one of each "group" of mods on a weapon.
      You can add these to melee weapons, or the cutter as well, though some don't make sense that way.

      Weapon Group 1:

      amod 000FF442 ; Anti-Personnel: +10% damage against humans.
      amod 000FEA07 ; Bashing: Deals double damage when gun bashing.
      amod 000F437E ; Berserker: Does more damage the less armor one has.
      amod 000F428E ; Cornered: Damage increases as health decreases.
      amod 001625EB ; Disassembler: +20% damage against robots.
      amod 000FFA3B ; Extended Magazine: Doubles the base magazine capacity.
      amod 0015DD18 ; Exterminator: +30% damage against aliens.
      amod 000EA117 ; Furious: Each consecutive hit deals more damage.
      amod 000F2013 ; Instigating: Deals double damage to targets with full health.
      amod 000FAEAB ; Oxygenated: Hold-breath time when aiming using a scoped weapon is increased.
      amod 000F7321 ; Space Adept: +30% damage while in space, and -15% damage while on a planet.
      Weapon Group 2:
      amod 0008AB47 ; Corrosive: Randomly deals corrosive damage and reduces the target's armor over 6 seconds.
      amod 000F2E39 ; Crippling: Deals +30% damage on the next attack after hitting a target's limbs.
      amod 000EA0BA ; Handloading: Volatile rounds that are designed to pack a bigger punch, but aren't as stable and can fail on occasion.
      amod 00122F1C ; Hitman: +15% damage while aiming.
      amod 0007D728 ; Incendiary: Randomly deals incendiary damage.
      amod 000FEA49 ; Lacerate: Randomly applies a bleed effect to the target.
      amod 000FFA3C ; Med Theft: Chance that humans drop extra Med Packs on death.
      amod 00319AEC ; Poison: Randomly deals poison damage and slows the target.
      amod 000EA13B ; Radioactive: Randomly deals radioactive damage and demoralizes the target.
      amod 000FEA04 ; Rapid: +25% increase in attack speed.
      amod 000E8D64 ; Staggering: Small chance to stagger enemies.
      Weapon Group 3:
      amod 000FBD3C ; Concussive: Small chance to knock down targets.
      amod 000FC884 ; Demoralizing: Small chance to demoralize a target.
      amod 0031C0C5 ; Elemental: Randomly deals Corrosive, Radiation, Poison, and Incendiary damage.
      amod 000FA8D6 ; Explosive: Randomly switches to explosive rounds.
      amod 000FC8A4 ; Frenzy: Small chance to frenzy a target.
      amod 000F4CF0 ; One Inch Punch: Rounds fire in a shotgun-like spread.
      amod 000F4557 ; Shattering: Break through even the strongest armor.
      amod 0031C0C4 ; Skip Shot: Every fourth shot fires two projectiles at once.
      amod 0031C0C6 ; Tesla: Rounds will sometimes emit electricity where they land that damages and slows nearby targets.
      amod 000FFA3D ; Titanium: Premium build materials make this weapon light as a feather.
  7. webravager
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    Has anyone figured out the commands to add mod slots to Apparel/Clothing Items so we can make them Legendary as well?
    Somone has it figured out reference Perk Up but they aren't talking and their Mod adds the already upgraded items to vendors but they won't so far divulge how they added the slots to the Apparel items
  8. alphadeathstc
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    Does anyone else notice only one of each mod takes effect once?  25% resource reduction only takes effect once even if on all items. Not sure how to test other mods effectiveness, although more than one chameleon seems to glitch out and have it always on even though not effective when standing up correctly.  Save and restart fixes this, but it is a game-based glitch that happened long before I tried modding anything. Having more than one of each seems to be pointless in any case/use. I equipped one item with the 25% reduction at a time, they all work if placed first but they do not stack and ever become more than the first 25% reduction. 
  9. alphadeathstc
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    For modding inside the ship you just need to drop it, then grab it by holding the action key E until it floats in front of you (You can carry such items out of view to steal in this manner actually).  Once you are holding it open the console and type GetPlayerGrabbedRef to then have the correct ID for modding the item. You can also use the command PRID to change the selection to the typed item code instead of trying to click on it and fail, but while holding it if you click on it and it comes up matching what it told you it is then you don't need to type it out with PRID.  You can also use this PRID command for IDs of things floating around your cabin making a mess but can not pick up said item and sell it. As such if you can grab it, you can PRID or click then type Disable and it will disappear until you delete and create a new ship hab of the same type for free.  While still selected at the top you can type Enable to undo a mistake like deleting a wall or floor by accident, otherwise a new free Hab in ship builder will bring it all back.  Save first too. (Most of the Skyrim/Fallout command codes are the same...)

    I have deleted the shelves and most of the boxes in a 1x1 storage hab and dropped 60k weight in resources on the ground in that room and fly away. Only slow walk with that much on you though or death.  

    If you know the name of an item you want to mod you can type Help followed by what you are looking for.  Pg Up and Pg Dn to scroll through the log in the console to find the item code you want. Usually, the item name is not that different from the internal name, thus it often returns a correct result.  Thus Help Iron, then player.additem (iron item code found) (quantity) or the money... still item code F like other games... thus, player.additem F 10000 will give 10,000 money.

    You can even narrow down the search in the Help command with the help Objectnamesearch (1-4) the console lists category commands 1 through 4 to show different things in every listing of the search. Typing Help Fly 4 will only return results for items called fly, but if you use the number associated with globals instead of items, it will instead only show console commands associated with the word fly. I think globals is 1... help fly 1, or help weather 1 to look up commands instead of items. Once you master this you can then make game breaking stuff like in Skrym where a Dragon Bone Bow (any bow) could be enchanted with Dragon breath spells (or otherwise unattainable magic) and even (in that game) an aura (area effect) constant damage enchantment so strong that an entire city dies because you walked in or walked too close.

    Amod is always the prefix to enchantment for things, thus help results with amod are the codes for enchantment.  MISC is usually what resources are going to be, and armor and weapons are shorted obvious prefix labels to the codes you are looking for. Most of the other prefix items in the list should be ignored, they are not what you are looking for.  Everything from NPCs to quest items and other "run this" stuff will be shown in the log that is not what you need in any way. Edibles used to be a shortened version of the word alchemy (I have not looked up such in this game), books are usually BOOK prefix, anyway, MISC is what you need on resources, not the mining item that does not go into your inventory and just shoots back errors of "not valid id."  Really the same as other games, just the IDs are different for items and such.  Look up other game codes and type help to see if it is still there in this one...

    I bet you can even enchant clothing from the console if you do it right, well one of the games you could... so, guaranteed there is more out there than this mod shows... save first.
  10. Steal107
    Steal107
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    I want to thank you for finding all these codes, they work flawlessly. I also did not install your mod, I just use the commands in console and click on the item on the ground making sure it says armo instead of npc or anything else this is crucial. Also note that you can take legendary you have now and use the max stat code to upgrade the top stats on it and the others to change what you want to your liking, literally everything is here in this post I cannot thank you enough. Like I said the mod he created does what you can do in console yourself and pick your own stats you want. Its just incredible. Also one of the posters is correct.....to get the most top line stats start at quality 1 and take it up from there. This is actually the most fun I have had so far cause legendary at lvl 200 and hardest difficulties are not dropping like they say and hardly ever on weapons. Btw adding the mods from each armor group 1, group 2 etc are what make it blue, purple and legendary. Just thought I would add all this to help some players out confused still. Thanks again and keep the codes coming. Endorsed for the codes alone. 

    The original posters comment about just add 3 mods to weapons to get to legendary color is incorrect, some will change the current one just play with them till you hit gold color. 

    Edit sorry I did not see the different post down below original that broke down the weapon groups so use them it works great
  11. PrestoPwner
    PrestoPwner
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    I am at a loss here. Drop the item on the ground but when I go to select it in the console... Nothing. Tried scrolling through looking for a weap prefix but all I  get is stats and acti
    1. RockerKitten
      RockerKitten
      • supporter
      • 13 kudos
      move to open ground before you drop it. if you're in a city, house, ship, you likely won't be able to click on the weapon correctly. drop it on what looks to be bare ground (not a path, floor, concrete etc)
  12. CalisRiakel
    CalisRiakel
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    Handy set of files and info, thanks. Wondering if anyone's managed to make a legendary wakazashi with this info. Every time i try, i get stuck with one that has hitman and i can't get rid of that property without changing back it's rarity. Wondering what i am doing wrong, thanks.