Fallout 4 console commands

The console is a debugging tool in the PC version of Fallout 4. It is useful for altering content while in-game, but may be used to cheat as well. It cannot be used in the console versions.

To access the console, use the grave accent key (`) while in-game. The grave accent key shifts to tilde (~) on US keyboards and the not symbol (¬) on UK keyboards. Other keyboard layouts will differ, but the key is usually to the left of 1, and just under the Escape key (Esc).

The HUD will disappear and you will get a prompt (|) in the lower left corner of the screen where you can input commands. While the console is open, the game will pause and the camera will freeze. If the left side of the console is not visible, one may need to edit the Fallout4_Default.ini file in the installation folder. Increasing the iConsoleTextXPos variable will move the prompt further right into the field of view. Fallout 4 does not require you to turn off an Xbox/PS Controller if you are using one, to use the console. If you are using a controller, simply use your keyboard to enable the console.

''Note: The console is case-insensitive. While commands listed here contain capitalization for better readability, it doesn't matter how you input them: E.g., or  will all work.''

Debugging and mapping

 * – Searches for item IDs, perk names, and even other commands. Use PageUp and PageDown keys to scroll through the console.
 * Example: – This will list everything - item IDs, perk names, and commands - with "Leather" in the name.
 * Example #2: – If your search term contains a space, surround it in quotation marks.
 * Example #3: – then use player.placeatme ID you find on the help console to summon it. As such,  will summon 10 legendary raiders.
 * or – Clears the console log.
 * Note: While the command is accepted, it does not clear the console as intended.
 * or
 * – Enables all locations as discovered to your Pip-Boy with fast travel (Does not update the "locations discovered" statistic in the Pip-Boy 3000).
 * – Disables all map markers.
 * – Adds all map markers as undiscovered without fast travel.
 * or – Gives the player invincibility to damage, radiation and oxygen underwater. It also gives unlimited ammo, carrying capacity and AP (reloading does use AP with some weapons) and stops item degradation. Rad-Away and Stimpaks do not work while tgm is active, but Power armor Fusion Cores will still drain. In addition, it provides unlimited resources for building items at Settlements.
 * or – Character will still take damage, but their health will never reach zero. No radiation invincibility, no infinity AP and ammo.
 * Warning: This will irreversibly screw up your character should you encounter a kill animation (e.g. Deathclaw evisceration) which can lead to your limbs or head being replaced by gibs causing permanent crippling debuffs (perception or agility at 0), inability to equip gear for the affected slots and all your character's dialogue being skipped (in case of a mauled head). While the visual effects can be solved by entering/exiting power armor, the permanent 0 for SPECIAL stats and your mute player character are impossible to restore and force you to reload a previous save.
 * or – Enables the player to move in any direction, including through solid objects and/or empty space. (A.K.A. "noclip"). It allows you to "fly" over an area and view it or get unstuck from a location. Make sure to click on an empty space to clear any IDs that are being used in the console for this to work,  with no parameters also serves the same purpose.
 * Note: You will still be unable to pass outside the invisible walls at the boundaries of the map.
 * or – Puts the game in a frozen state, even when leaving the console. Useful in combination with tfc and tm to line up perfect screenshots. Type again to resume the game.
 * – The angle of the game camera's horizontal Field Of View settings in degrees. Higher values make more of the world around you fit on screen, but also distort the image more.
 * or - Sets the default of 70 degrees.
 * - Sets the Third person camera to 90 degrees, and the first person camera back to 70. If you are in first person mode, this can make it seem as if the setting was ignored.
 * or – Decouples the camera from the character, allowing you to move it independently in 3rd person view.
 * – Additionally freezes all animations, useful for screenshots.
 * or – Changes the Freefly camera movement speed. 20 is default.
 * or – Toggles UI Overlay (including console, type TM again to show.)
 * – Takes a screenshot without removing any HUD elements. Screenshot is stored in the root Fallout4.exe directory named "ScreenShot#.png". Use in conjunction with tm to make the console and HUD invisible for a better screenshot.
 * – Character Light: Enable/Disable/Edit the rim lighting that is used on character models. Character Light can also be applied to other models that currently do not use it. It can also be removed from models.
 * – Enable/Disable/Edit God-Ray
 * – Center On Cell: Teleports the player to the specified cell's center.
 * – Teleports to the pre-war version of Sanctuary Hills from the intro.
 * – Teleports to the Red Rocket gas station between Sanctuary Hills and Concord.
 * – Save Console Output File: Writes console output to the specified file.
 * Note: While the command is accepted, no file or contents are ever generated.
 * – BATch: Executes specified list of commands as defined by a text file (.txt).
 * – Toggle Grass: Toggles grass display.
 * – Toggle TriJuicing: Toggles Trijuicing. [Unknown]
 * – Toggle Low LOD: Toggles distant LOD display.
 * – Toggle Sky: Toggles sky display.
 * – Toggle Water System: Toggles water display. Useful when you're exploring underwater regions. It time-outs in a few seconds so you have to reenter the command.
 * – Toggle Wire Frame: Toggles wire frame mode.
 * or – "Fast quit", immediately closes the game.
 * – Clear Screen Blood: Removes current blood splatter, dust from explosions and similar screen effects.
 * – Creates a save file with the given name.
 * – Loads the entered save file.
 * – Set Game Time Multiplier: Sets multiplier on in-game time.
 * Warning: Can break quite a few things.

Quests

 * – Moves the quest in your quest log to the indicated quest stage. Recommended command for moving past bugged sections of quests rather than forcing the entire quest to become completed.
 * – Show Quest Target: Generates a list of current quest targets. Can also be used to find Quest IDs.
 * – Completes the given quest.
 * or – Shows all current quest objectives, even completed ones for the given quest or all quests if without ID.
 * – Completes all current objectives for the given quest.
 * – Resets the given quest.
 * – Complete All Quest Stages: finishes every quest, granting you all quest items and quest related achievements. Very buggy and may cause the game to crash.
 * – Teleports the player to the questtarget.
 * – Show Quest Stages: Used to display all the stages of a quest.

Inventory manipulation

 * – Add any item to your inventory. Use the "help" command to find the base ID.
 * Flag: Appears to be useless. Experiment with inserting 1000 combat armor pieces lead to receiving of approximately 300 of each possible prefix regardless of prefix used. Armor insertion appears to be random.
 * Example: to add 1 Aluminum. The command is not case-sensitive. If the ID begins with 0's, they can be omitted ("6907a" will work fine in the above example). If the amount field is left blank the game will default to 1.
 * Warning: Unlike in previous games (such as Skyrim), negative values are no longer accepted (you can no longer use negative numbers to use this command like "removeitem"), and it will cause you game to CTD if you try.
 * – Remove any item from your inventory.
 * or – Lists Inventory with object IDs.
 * – Equip an item from the inventory. Useful for equipping items that don't appear in Pip-Boy inventory.
 * – Unequip inaccessible items (e.g. Pip-Boy).
 * – Unequips all items from an NPC.
 * – Opens any NPC's Inventory as if they were a container. Equipped clothes do not show.
 * – Forces the NPC to drop a specified amount of an item from their inventory.
 * Gives Item ID of currently held Item (e.g. Press and hold E on item and type command in console)

NPC Manipulation

 * – Spawn an character/creature/item on top of the player. While the console is open, you may also click on an NPC to target it, then simply use "placeatme" without the "player." to spawn on top of the target.
 * Example: to spawn 1 Deathclaw on top of you.
 * – Kills the target (unless essential).
 * – Resurrects NPC.
 * Warning: Be aware that NPCs with crippled limbs/head can spawn without them and look glitchy. Disable and enable the NPC after the resurrect command should fix this.
 * – resets NPC.
 * It fixes the error from above command by refreshing their model.
 * – Kills all NPCs and creatures in the area except for companions and "essential" NPCs that are too important to die. They will instead slump down until healed with a Stimpack.
 * – Toggles the AI on an NPC. This basically freezes them until toggled again.
 * – Toggle Combat AI: Toggles all AI combat routines.
 * – Toggles AI detection: Disables AI from detecting anything. Including other NPCs, creatures and the player.
 * – Changes the sex of the NPC. Please note that this does not always come out comely.
 * Warning: Only use this on disposable NPCs. This will mess up NPCS, but it can be remedied by restarting the game and loading a previous save.
 * – Allows an NPC to be permanently killed. Click on a an NPC then enter the command for it to work. Use the resurrect command to revive them.
 * – Allows the NPC to be permanently killed.
 * – Sets them to be unkillable.
 * – Returns 0 or 1 depending on whether the target is non-essential or essential.
 * – Get Companion Affinity Level (Events usually triggered at 250, 500, 750, 1000 with 1000 being max, unless in a relationship with a companion which maxes at 1100)
 * – Sets Companion Affinity Level to an absolute value.
 * – Modifies Companion Affinity Level by a relative value.
 * – Resets AI.
 * – Toggle Control: Allows you to control selected AI.
 * Note: Does not (automatically) remove control of your previous character. As such all commands like moving forward will be sent to both controlled targets. Toggle to remove control from the player character.
 * or – Same as clicking on a target to select its ID. Useful for executing (multiple) commands on "invisible" or unreachable targets.
 * Example: – Selects Strong as target (where ever he may be) and then moves him to the player.

Factions

 * Adds target to faction, needs to be used with a prefix or target, e.g to add yourself to the player faction. 0=friend, 1=ally.
 * Removes target from faction, needs to be used with a prefix or target
 * – Removes the target from all factions. Be aware that this will also remove the player from the "player faction" if used on the player.
 * Makes two factions friendly with each other. 0=friend, 1=ally
 * Makes two factions enemies with each other. 0=neutral, 1=enemy

Stats and character manipulation

 * – Prints a report of the current value of a given variable to the console. See list of character variables in this section for examples of what can be used here.
 * – Sets actor values to a given amount (S.P.E.C.I.A.L., skills, experience, resistances, actionpoints, health, etc). Using setav will affect the perk chart and unlock new perks for the player to select from.
 * Example: (default)
 * – Modify an actor value. S.P.E.C.I.A.L. set using "modav" will change in the Pip Boy but will not affect the Perk chart - use "setav" for this instead. The value will max out at its normal maximum value. A negative number lowers the variable.
 * Example
 * Note: This will provide you with however much experience you enter as the amount. You will receive all levels gained after one level bar fills allowing for perk points to be spent.  However, you'll need to allow the bar to fill out all the experience gained; if you enter a second amount before the first is done you'll have to wait for the first amount to finish. Therefore, using this command with too much of amounts experience at once (such as exceed "400,000"), is not advisable.
 * – Force a value.
 * Example:
 * Note: It is recommended to use ModAV instead of ForceAV, especially if you want to revert the change later. ForceAV overrides the automatic calculation of actor values, and nothing will affect that actor value again aside from another ForceAV or a ModAV. For example, with a Carry Weight of 200, a will give the player character a carrying capacity of 5000. Getting an extra point of strength will not change that capacity, even if you ForceAV the Carry Weight back to 200 before getting the additional point of strength. On the other hand, a  will result in a carrying capacity of 5200, getting an additional point of Strength will make that increase appropriately, and a subsequent  will place the value back where it should be based on Strength.  Also,  will add or subtract experience from your XP pool. Adding experience such that the player advances more than one level will only give one perk point, rather than one perk point per level. Subtracting experience will not reduce the player level. It is recommended to only add sufficient experience to advance one level at a time or not exceed 400000 xp point.
 * Using will yield your current XP pool, and using  (where #### represents a value you want to have) will result in adding the appropriate number of levels AND perk points. (example...when  is used it will result in a number, for this we'll say 1000. Now I want to add 1000 to it I will use  this will add the number of levels adequate for a 1000 XP gain, and will add all the perk points for the levels gained.
 * – Adds a specific perk and its rank. For a list of perks see Fallout 4 perks.
 * Note: This command does not add preceding or succeeding ranks within a perk - it only adds one perk rank. For example, if you want to be a Master Locksmith (rank 4/4), you must also add (or have already learned) Locksmith perk ranks 1/4, 2/4, and 3/4.
 * – Removes a specified perk.
 * Note: For some reason this does not seem to work for the V.A.N.S. perk.
 * - Change player character's gender.
 * – Set level. Note that this cannot be used to level your character down.
 * – Advance a point on a specific skill branch.
 * or – Edit target's appearance.
 * - bring up menu change name and attribute points
 * Example: – Edit player character (RefID 14).
 * Warning: Do not modify non-humans.
 * – Show game settings value.
 * – Refills health bar, leaves radiation sickness.
 * – Allows you to set the value for your jump. The higher the number, the higher the jump. Be careful as jumping too high will cause fall damage.
 * Example: (default)
 * – Move to the NPC or item.
 * – Changes the race of the player. Can be used to change into a Ghoul, Super Mutant, or a Synth. You can find a list of the race ID's using the help function.
 * Note: Changing into certain races can cause the game to crash

Character variables
Most can be used by name, e.g., but the rest you must use the ID, e.g. for a non-aggressive AI.

Items & world manipulation
This is easiest if you first click on something in the world with the console open to target it.


 * – Hides the selected object.
 * – Shows the selected object.
 * or – Adds a mod onto the selected item.
 * or – Removes a mod from the selected item.
 * – Transports you to a room with access to all items in the game.Use "coc SanctuaryExt" to get back to the world.
 * In Fallout 4 this room is made up of various building pieces with an open area that contains every crafting station, two rows of Power armor, and containers for each of the categories of items. There is an assorted amount of ammo, most of the aid items hold around 200 of each individual item. It has every individual copy of each of the magazines, pieces of clothing, weapons and holotapes.
 * – 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.
 * 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)
 * – Adjusts the position of the item along a given axis by a given amount.


 * 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".
 * Values between and  set the difficulty to that of the Lockpick 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
 * – 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 markfordelete except not permanently delete lesslikely to cause problem like in markfordelete.


 * – 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)
 * – Place an item next to the player; for many items only a stack amount of 1 is valid.
 * – 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.
 * – Move the player to an object.
 * – Sets the timescale, the ratio determining how fast game time moves relative to real time.
 * – 30 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.
 * Warning: Altering the timescale will cause the game to crash if NPCs spawned using placeleveledactoratme or movetoplayer enter into combat.
 * Note: A timescale of 0 will prevent actors to cross cell borders.
 * – Sets the gamehour to the entered value. Change applies only when player unpauses the game. Before making any changes to the gamehour using might be useful.
 * – You can temporarily increase the chance of legendary enemies through the console, which doesn't affect the difficulty.
 * – Very Easy
 * – Easy
 * – Normal
 * – Hard
 * – Very Hard
 * – Survival chance of legendary enemies.
 * or – Changes the weather.

Weather IDs
The following are confirmed to work (more are coming):

Settlements
will spawn a settler. Settlers spawned this way must be moved to a settlement via the Workshop interface (default is "R" on PC) before they can be assigned to work.

- will let you place a workbench anywhere that can be used to build a settlement. Note: Currently there is no known way to get settlers to move to your new settlement (other than sending them from another settlement).

To start building it is necessary to activate godmode after placing the Workbench.

To scrap everything in your settlement enter
 * Warning: Must be use after enter and exit workshop of that area and do this every time you use this command or several items in other area may also be scrapped. Things like doors to other cells, the doors to the basement in The Castle for an example. You will be unable to enter these areas if they are deleted. Be very careful when using this.

Size Budget
These commands only affect workbenches in settlements. The easiest way to modify a settlement is to travel there and target the workbench with the console open.

The size budget is a combination of triangle counts and draw calls and is configured for each settlement. Each object the player creates in the settlement will use a portion of both in the budget, with more complex objects using up more. The budget itself is tracked as actor values attached to the workbench. Note that in order to use these actor values you must use the numeric id as they do not have a usable console name.

You can see your current usage with these commands. As these are calculated by the workbench, changing them with or the like is not recommended.
 * - Gets the current number of triangles used by player.

These commands will let you change the actual budget. Increasing the values will allow you to build more.
 * - Gets the current number of draw calls used by player.
 * - Set the maximum triangle budget for the settlement.


 * - Set the maximum budget for the settlement.


 * - Modifies the maximum triangle budget for the settlement. Positive numbers increase value, negative decreases value. Allows the value to change.


 * - Modifies the maximum budget for the settlement. Positive numbers increase value, negative decreases value. Allows the value to change.

Note: The budgets are there for a reason, to keep players from building overly large settlements that could negatively impact performance. Using these commands to ignore the budgets could have consequences.

Settlement Resources
Power
 * - Show the current value
 * - Adds power to any generator. Including the fuse boxes on Spectacle Island and Home Plate in Diamond City

Food
 * - Show the current value
 * - Adds to the base food value provided by the plant.
 * Note: A settler can only work on 6 Food worth of crops at a time, regardless of how much a single plant may be set to produce. As such, for the ease of assigning settlers, it is not recommended to set this value higher than a total of 6 per crop (e.g., for mutfruit plants and  for any other crops).

Water
 * - Show the current value
 * - Adds to the base water value provided by the pump or purifier.

Defense
 * - Show the current value
 * - Sets the defence provided (for turrets), or adds to the base defence value for guard posts/towers.

Note: These commands can be used to make a resource object produce additional resource types. For example, a pump can be made to produce food and defence, as well as water. This will produce food without a settler assigned to it, since the pump does not normally require anyone assigned to it. This can be a useful workaround where building is restricted, for example to provide food at Boston Airport. Be aware that this trick does not necessarily work with all objects. Adding a new resource to an object that isn't already a resource producer means it does not show up in the top bar. Adding power to an object that doesn't have a power connection means the power cannot be used. So power can be added to a power conduit, and this will power things connected to it according to the power value available there, but the top bar will not change.

Happiness

Select a settlement workshop before using these commands: Modify with these commands:
 * - Show the current happiness value
 * - Show the current happiness target value. Your settlement happiness will gradually assume this value. Great to check how well your settlement is doing.

Cheat Scripts
On PC, place a text file (.txt) in Steam\Steamapps\Common\Fallout 4 with any and all of the below commands, ending with a semicolon and a new command on each line. To run the script while in-game, open the console and type without the file-type extension. For example, if the file name is "test.txt", simply type in-game to run the script and all of the commands will be applied instantly.

Visual Bug Glitch
There's currently a bug going around that involves locking the imagespace mod of the Recon sight and/or the Night vision sight. Use these two codes to correct them.

rimod 00094636; rimod 002041b6;