Console commands (Fallout 4)/World and objects

An overview of console commands for world object changes

Overview
The console is a debugging tool in the PC version of Fallout 4. It is used for altering content while in-game. It cannot be used in the game console versions or in Survival mode.

Objects
This is easiest if you first click on something in the world with the console open to target it. You may also use to select an object.


 * – Gives reference ID of currently held Item (To grab, press and hold E on item and then type command in console)
 * or – Same as clicking on a target to select its ID. Useful for manually selecting world items (such as player grabbed items) if the mouse cannot select it. Also, execute (multiple) commands on "invisible" or unreachable targets.
 * Example: – Selects Strong as target (wherever he may be) and then moves him to the player.
 * This works only with "cached" NPCs. Many are: if not, visiting their cell helps.
 * or - Picks the last spawned ref. Useful for selecting objects spawned via the console without having to click it afterwards.
 * Example: will spawn a toilet directly in front of the player, select the newly created reference, and rotate it 180 degrees.
 * or - Spawns an object where the cursor is placed, in the direction the player is facing. Very useful for precisely placing objects not usually available in the workshop, and allows more control over using . The same rules for spawning weapons that will not work apply here as well.
 * Note: It seems the distance and direction parameters don't affect the way objects are spawned. Please update thisif you can get them to work properly.
 * Example: will spawn a toilet directly in front of the player.
 * – Hides the selected reference object.
 * – Shows the selected reference object.
 * – Spawn a character/creature/item/Static Object on top of the player. While the console is open, you may also use reference targets, then simply use "placeatme" without a prefix to spawn on top of the target. Stack amount defaults to 1 and can be omitted.
 * Note: If this command is used on a weapon or armor, you will not be able to pick it up. Use . If 'placeatme' is used without a prefix, the item will be spawned in the vicinity of the player.
 * Example: will spawn 1 BOS uniform and work properly.  will spawn 1 combat rifle, and will not work properly.  to spawn 1 Deathclaw on top of you.
 * – Spawn exactly one duplicate of the selected reference. World objects that contain multiples will only duplicate a single item. E.g. A box of shotgun shells containing 3 shells will only duplicate a box containing 1 shell.
 * If you spawn a duplicate NPC, it will only duplicate whatever items they had in their inventory originally. (E.g. Spawn a settler that has different armor or weapon equipped). Also, if you duplicate a settler, they will have to be assigned to a settlement. It is similar to generating a new settler from the console.
 * Warning: Do not spawn duplicate quest targets or unique NPCs/items. This may lead to unforeseen bugs and/or game crashes.
 * Warning: Spawning duplicate containers or static objects (or anything that needs to align sensibly with the rest of the world) is problematic, because items spawn at random angles on their X, Y and Z axes, and at different coordinates from the original. The problem of the random angles is solved by using three sets of commands:, followed by , and then where, for "&lt;Good_Z_Angle&gt;", one enters the number returned by the  command. (Combining the last two commands sets is tempting, however not all commands take effect in the order they are issued. Issuing the command sets separately avoids that problem.) For some purposes, this result is sufficient, especially given the ease of altering item altitudes using  or . However, if the duplicated item's X and Y coordinates must be changed to align it with another item (usually the original), then knowledge of item dimensions and trigonometry are required.
 * Warning: Spawning a duplicate of a light-emitting item, creates a duplicate of the item, but not its glow (the light it is meant to emit). The problem, at least where electric lights using radiant power in settlements are concerned, is eventually solvable through a combination of using workshop mode to move the duplicated, glow-free light next to a light that is already glowing until the duplicated light also starts glowing, then cancelling the move to return the duplicated light to its original position. Even so, that may only be enough to turn-on a light that was off; it may, or may not, acquire and retain its glow. Subsequently, moving far away from the settlement (fast traveling to a distant settlement is a good choice), then returning, usually resolves any remaining issues. If not, repeated application of these steps should, eventually, resolve all the issues.

Spawning

 * Using will spawn a chest containing every single possible weapon X legendary combination in game.  Be aware that the chest spawns each weapon one at a time, making it a very time-consuming process.
 * Using will produce a chest beneath the player character's feet that has 500 of all material types in one chest.

Activating

 * – Similar to disable, will delete any item from the game, removing it permanently. It may disappear immediately, or it may require you to exit and re-enter the area.
 * Warning: This console command can remove important parts of the map, NPCs or even the player. Use with extreme caution.


 * – Similar to activate, but will open and close it without the player having to use it.
 * – Closed.
 * – Open.
 * – Make the item yours. (for instance a cabinet or a bed)
 * – Rotate/level an object (typically one that was placed with placeatme) on the 'X', 'Y' and 'Z' axis. Commonly used after placing a Power armor frame before attempting to enter the frame, so that the player doesn't freeze (a bug), by clicking on the frame, and setting the X and Y axis angle values to 0.
 * – Get Rotation angle of an object on the 'X', 'Y' or 'Z' axis; prints the angle degrees on the console. Useful to align building items with other building items, usually with the Z axis, when preparing to use setangle.
 * – Adjusts the angle of the item along a given axis by a given amount.
 * – Move the player to an object.
 * - Sets the given global to a specified value. For example, to enable ballistic weave, use.

Mods

 * or – Adds a mod onto the selected item.
 * To add a mod or remove a mod, you must use the mod's correct form ID which will be the OMOD form type. Here is a list of some of the OMOD types.
 * Armor mods
 * Armor legendary effects
 * Armor piece variants (Such as normal, sturdy, heavy)
 * Weapon mods
 * Weapon legendary effects
 * or – Removes a mod from the selected item.

Locks

 * and – Lock/Unlock doors, safes, terminals or any other locked container. Other lock states can also be set with special values. Unlock will not work on doors that are "locked from the other side". You will first need to press the left mouse button on the item in order to identify what to lock/unlock.
 * Values between and  set the difficulty to that of the Locksmith skill (0-25 novice, 26-50 advanced, 51-75 expert, 76-100 master).
 * – Lock using the previous type of lock it had, or novice if it had none.
 * or – "Requires Key"
 * or – "Inaccessible"
 * or – "Requires Terminal"
 * or – "Chained"
 * or – "Barred"
 * – Activate an item, say a door, that is normally operated by a switch
 * Example: – Manually triggers the UFO Fly By scene for the player. Use with caution.

Scale

 * – Set the scale of an item in game. It's usually required to "disable" then "enable" the item for the new scaling to fully take place.
 * Warning: Using this command to change your character's size while wearing power armor may cause you to lose all equipped armor and clothing as well as your Pip-Boy, which cannot be recovered by any known means other than loading a previous save.
 * Note: Be careful when using setscale to large numbers like 10. You may seem big and powerful, but a very small drop-off (in comparison to your size) will be fatal. Cliffs look very tiny from 50 feet up, but still kill you as if you were normal size. Additionally cells will still only load as if you were normal size, and moving through un-spawned cells can crash the game. It is suggested to use the no-clip command to prevent falling.
 * – Prints out the scale of the item in the console.
 * – Prints out the current position of the object along a given axis (x|y|z)
 * – Sets the position of the item along a given axis (x|y|z)
 * Appears to make some items disappear.
 * – Adjusts the position of the item along a given axis by a given amount.

Time

 * – Sets the timescale, the ratio determining how fast game time moves relative to real time.
 * – 20 seconds pass in game for every second in real time (default setting).
 * – 1 second passes in game for every second in real time.
 * – Stops time of day.
 * Used without parameters returns the current timescale setting (doesn't always work).
 * Warning: Altering the timescale will cause the game to crash if NPCs spawned using placeleveledactoratme or enter into combat.
 * Note: A timescale of 0 will prevent actors to cross cell borders.
 * Note: Reducing the game timescale reduces fast travel time as well.
 * – Sets the gamehour to the entered value. Change applies only when player unpauses the game. Before making any changes to the gamehour, using or  might be useful.
 * - sets the current day of the current month. would set it to the 1st of the month. Avoid 31 as this will corrupt your game if the month lacks a 31st day. Use  to find the current day of the month.
 * - Example: . Don't go before 2287, or you risk corrupting your game.

Difficulty

 * – You can temporarily increase the chance of legendary enemies through the console, which does not affect the difficulty.
 * – Very Easy
 * – Easy
 * – Normal
 * – Hard
 * – Very Hard
 * – Survival chance of legendary enemies.
 * or – Instantly changes the weather.
 * or – Sets the weather to change gradually.