Console Commands to...

Post » Fri Jun 17, 2011 11:49 am

Are there any console commands to subtract skill points from your skills? I have about 7 or 8 skills at 100 and the rest around 60 and 70. I know the player levels are going to surpass the room for my skill points, and I will probably get everything at 100, and then have extra points. I want to know if there are any console commands to remove points, just so I can slow down the increasing points per level.

Or is the game prepared for a user maxing out their levels, and stopping the gain of them without ruining their game forever? I really don't want to have to restart my game, or an extremely old save just to play my game.
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Juanita Hernandez
 
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Post » Fri Jun 17, 2011 6:25 am

Are there any console commands to subtract skill points from your skills? I have about 7 or 8 skills at 100 and the rest around 60 and 70. I know the player levels are going to surpass the room for my skill points, and I will probably get everything at 100, and then have extra points. I want to know if there are any console commands to remove points, just so I can slow down the increasing points per level.

Or is the game prepared for a user maxing out their levels, and stopping the gain of them without ruining their game forever? I really don't want to have to restart my game, or an extremely old save just to play my game.

player.modav -skill name- -#

Use modav but put in a negative number.
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alyssa ALYSSA
 
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Post » Thu Jun 16, 2011 11:44 pm

player.forceav (skill) (amount)

You can enter an amount that is less than the current one.

For example, even if you're Guns skill is 100, typing in "player.forceav guns 50" will set your Guns skill to 50.

EDIT: or that one above works too.
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DAVId Bryant
 
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Post » Fri Jun 17, 2011 1:35 am

Finally! Thank you, I was thinking of using negatives but I wanted to be sure before doing so.

I'm fairly sure that the player.modav one will be the right one because you don't set up the number you want to set it to, you set up how many points you want to add. For example.

If you're Energy Weapons is at 50 and you use the player.modav energyweapons 10 it won't set you're skill to 10. It will add 10, making your skill 60. But anyway, thanks for getting me out of the dark on this. Now I will get to proceed, worry free. :)
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Megan Stabler
 
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Post » Fri Jun 17, 2011 8:48 am

Don't use forceav. It *permanently* sets a value. It still stop responding to dynamic considerations. "forceav guns 75" would mean that your Guns skill would be 75 until you put more skill points in it, and would not react to changes in Agility, or Luck, or wearing clothes that has "Guns +n", or by reading MilSurp Review. ForceAV forces the specified value. Hence the name. I can't really think of any good reason why as a player you'd want to use it.

ModAV "works through the system" and changes the value like you would intuitively expect it to.
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Harinder Ghag
 
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Post » Fri Jun 17, 2011 1:59 am

Don't use forceav. It *permanently* sets a value. It still stop responding to dynamic considerations. "forceav guns 75" would mean that your Guns skill would be 75 until you put more skill points in it, and would not react to changes in Agility, or Luck, or wearing clothes that has "Guns +n", or by reading MilSurp Review. ForceAV forces the specified value. Hence the name. I can't really think of any good reason why as a player you'd want to use it.

ModAV "works through the system" and changes the value like you would intuitively expect it to.

The only time I use forceav is when I'm testing something and I want a specific number, ie: guns 40, and I'm too lazy to do the math. I never make saves on test subjects that I've used forceav on. Then again, since i do most of my initial testing in testjoshweapons cell, and you can't save there or it'll bork the save, that's not really a problem.

-gunny out
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Jonathan Windmon
 
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Post » Fri Jun 17, 2011 10:56 am

player.modav -skill name- -#

Use modav but put in a negative number.

Do not do this, as it will crash the game (unless they fixed that in the interim). Rather, use

player.setav ###

where ### is an integer value from 1-100

This will set your skill to the new value, while still allowing it to be raised later if you see fit. It shouldn't be an issue, though, since they presumably carried over the code patch from FO3 that allowed one to skip the skill point allotment screen if all skills were maxed out. At least I hope they carried it over, since it's possible to cap all 13 skills by L42, or about L35 if one uses certain attribute-boosting glitches.
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Cathrin Hummel
 
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Post » Fri Jun 17, 2011 10:10 am

Do not do this, as it will crash the game (unless they fixed that in the interim). Rather, use

player.setav ###

where ### is an integer value from 1-100

This will set your skill to the new value, while still allowing it to be raised later if you see fit. It shouldn't be an issue, though, since they presumably carried over the code patch from FO3 that allowed one to skip the skill point allotment screen if all skills were maxed out. At least I hope they carried it over, since it's possible to cap all 13 skills by L42, or about L35 if one uses certain attribute-boosting glitches.

Normally I'd say I will find out soon enough, but I don't want to spend that much time.

Unless of course I set everything to 100 right before I reach the next level, and see if it works. But that will happen in a few more thousand EXP. If it works, then I'll keep the save, if it doesn't I just reload the save to save time.
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Sweet Blighty
 
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Post » Fri Jun 17, 2011 1:42 am

-gunny out


Hey, you have an avatar image now. :) No tactical light? No silencer? No bayonet?
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joannARRGH
 
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Post » Fri Jun 17, 2011 12:44 am

Do not do this, as it will crash the game (unless they fixed that in the interim). Rather, use


Really? Because that has never happened to me in the, oh, hundred odd times i have used that command for mod testing. I can sympathize with people getting a bug, but you'll get no sympathy going and definitively telling people that it is completely bugged, as if it happens for everyone.
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Jordan Moreno
 
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