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Really dumb question


TheOriginalEvilD

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Well, the thing to know (and you probably do by now), is that HELP searches for name, not for editor id. So most of the time (barring some keyword jiggery-pokery), just search for whatever the item is called in your inventory. Well, not including extra adjectives like "automatic", "heavy" and so on.

 

I gather, it's not the first time you're using those items, so you should have some idea already about what they're called in the game, right?

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Or if you just want to know if mods are loaded at all, just include one in your mod list where you already know what to search for. Like, include the M9 pistol and do a "help m9 0 weap". Then you know that at least that one got loaded, so probably other mods did too.

 

Then you can take it out. Or leave it in. I'm using the M9 as an example because it's not a very powerful gun even compared to vanilla weapons, so it's not the end of the world if you just leave it in.

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Have you found any changes in the console now? Honestly if they completely locked us out of the console and nobody could find a work around, I'd just stop playing this game.

 

The TGM command no longer works even if you mod the console back in. Which begs the question: "why remove the console command at all if the god cheat doesn't work even with console enabled?" Go figure.

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Or if you just want to know if mods are loaded at all, just include one in your mod list where you already know what to search for. Like, include the M9 pistol and do a "help m9 0 weap". Then you know that at least that one got loaded, so probably other mods did too.

 

Then you can take it out. Or leave it in. I'm using the M9 as an example because it's not a very powerful gun even compared to vanilla weapons, so it's not the end of the world if you just leave it in.

 

 

See I initially felt comfortable with that until I read a thread on Steam where a lot of people were saying only some mods were loading but others weren't.

 

I also haven't enabled/checked off/etc any mods through the launcher or anything like that? I didn't even see the mod option in the launcher, or are they talking about the new launcher that Beth made us download with the CK?

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Have you found any changes in the console now? Honestly if they completely locked us out of the console and nobody could find a work around, I'd just stop playing this game.

 

The TGM command no longer works even if you mod the console back in. Which begs the question: "why remove the console command at all if the god cheat doesn't work even with console enabled?" Go figure.

 

 

I'll admit there are a few occasions where I'd use god mode, but not like you'd expect. I use it for when I'm feeling lazy and just want to get down from a building or overpass quickly and don't have anything that removes fall damage yet. I've also used it for testing out base defense when spawning enemies just so I can focus on how my settlement is handling the attack and not keeping myself alive.

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One difference I've noticed between the default console and the modded console in Survival is that using even very simple commands in the console sometimes causes CTD for me now. I've always known that doing ridiculous things like spawning hundreds of enemies could cause CTD, but even REALLY simple things can cause it now on my game. And if I accidentally put a typo in the command prompt by mistake, it will almost always cause a CTD. No idea why this happens yet, but I'm guessing it's the extra script load brought on by survival mode.

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Have you found any changes in the console now? Honestly if they completely locked us out of the console and nobody could find a work around, I'd just stop playing this game.

 

The TGM command no longer works even if you mod the console back in. Which begs the question: "why remove the console command at all if the god cheat doesn't work even with console enabled?" Go figure.

 

 

Seems you can only alter one stat at a time now, or it reverts the first back to vanilla. So if you bump your action points up via console and then do the same to your carry weight, it'll revert your action points back to original values after you change your carry weight. Sneaky.

 

EDIT Nevermind I was using the wrong command. If you use setav it'll revert it back, have to use forceav.

Edited by Evil D
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Well, the AP and carry weight are safe, and indeed they get recalculated if you use setav, but the love of Thor, please DON'T ever use forceav on your stats.

 

On the other hand, why not use modav? Unlike forceav, you can always revert a modav later. Seems to me like there's something to be said for playing it safe unless you're 100% sure.

 

And on the third hand, personally I don't really like to mod the action points themselves. Being able to shoot 12 times in one turn kinda breaks my suspension of disbelief. Personally I mod the ap regen rate or regen rate multiplier, if at all.

 

(I must confess I kinda like playing turn based at times, like in ye olde days. I often get nostalgic about the old times, kinda like Skinny Malone :wink: )

 

"player.modav 359 900" should raise the ap regen multiplier from 100 to 1000, so, you know, 10 times. Or you can adjust the number to your liking.

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Well, I've come to the first couple issues...

 

First, I have the Custom Kellogg armor mod, and when I craft it at the chem station, it basically locks the game into that menu and I can't get out of it...can't even craft something else, I'm stuck right there and either load a save or close the game.

 

Second, I also have the Rebel armor mod, and I can craft that just fine but when I put it all on I turn invisible...

 

I tried to reinstall both, but no dice. I guess maybe they need updated for the new patch?

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Well, the AP and carry weight are safe, and indeed they get recalculated if you use setav, but the love of Thor, please DON'T ever use forceav on your stats.

 

On the other hand, why not use modav? Unlike forceav, you can always revert a modav later. Seems to me like there's something to be said for playing it safe unless you're 100% sure.

 

And on the third hand, personally I don't really like to mod the action points themselves. Being able to shoot 12 times in one turn kinda breaks my suspension of disbelief. Personally I mod the ap regen rate or regen rate multiplier, if at all.

 

(I must confess I kinda like playing turn based at times, like in ye olde days. I often get nostalgic about the old times, kinda like Skinny Malone :wink: )

 

"player.modav 359 900" should raise the ap regen multiplier from 100 to 1000, so, you know, 10 times. Or you can adjust the number to your liking.

 

 

Yeah, I use it most for sprinting. It is a bit of a cheat in VATS, but I really don't use VATS that much on this game, not nearly as much as in previous games.

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