Fallout 4

Fallout 4

View Stats:
Moveto Somerville Place?
I am trying to 'jump' straight to Somerville Place to test something. The wiki says that e700 is the refID.

I am trying player.moveto e700 but e700 'does not compute' for the console.
I don't see any other address I can try.
What am I doing wrong?
< >
Showing 1-15 of 38 comments
tulle040657 May 31, 2019 @ 4:40pm 
try

coc Farm05Ext
Out Of Bubblegum May 31, 2019 @ 5:01pm 
Thank you sir. That worked. But I confess that I had to look up what the coc command was to be sure it was not a trap. Just because I am paranoid does not mean that the world is not really against me. :steamfacepalm:
bunny de fluff May 31, 2019 @ 5:24pm 
that place is gloomy as hell, only thing going for it is the camp fire in front
tulle040657 May 31, 2019 @ 5:44pm 
Originally posted by Out Of Bubblegum:
Thank you sir. That worked. But I confess that I had to look up what the coc command was to be sure it was not a trap. Just because I am paranoid does not mean that the world is not really against me. :steamfacepalm:
We are out to get you, but we can help from time to time
Bored Peon May 31, 2019 @ 6:20pm 
Originally posted by Out Of Bubblegum:
What am I doing wrong?

I ought to slap you silly, I told you to use the player.moveto and NPC id.

Using the NPC id would also place you close enough inside the the cells to avoid attracting any nearby mobs from random encounters :P
Out Of Bubblegum May 31, 2019 @ 7:50pm 
Hey. You silly slapper you. I could not find a ref ID for any of the 3 NPC at Sommerville. They are all unnamed. The closest I could find is the one for the settlement and that did not work. But I just now realized after typing this that maybe I could get the ID from my newest save. Not sure that would work though. I have tried to move NPC using the ref ID and the console says they do not exist when I know they do. I will try testing later.
Bored Peon May 31, 2019 @ 8:19pm 
Ugh, I figured the id was on the wiki since the NPC is involved in a quest. Guess that makes too much sense, lol.
Out Of Bubblegum May 31, 2019 @ 8:35pm 
I just tried and it did not work. The ref ID I got was 1e81d6. I went back to Graygarden and tried to player.moveto 1e81d6 and it said invalid ID. I tried the same from that earlier save I used before and got the same error.
So there! Now slap yourself. :)
DouglasGrave May 31, 2019 @ 11:01pm 
While I also wouldn't rely on the reference ID for an unnamed NPC existing in the first place (though it seems to for the preset NPCs at Somerville Place in particular), if the game doesn't also have a particular place preset for them, they may not be really there until the first time you visit, even if the reference ID is already assigned to them.

For example, while Piper might already be defined as standing at a particular place near the Diamond City gate (where she always stands until you come and meet her), a random person in a settlement is just generally part of that settlement, and is only put there properly once you turn up (at which point the game decides exactly where they should be and what they should be doing, like sleeping in their bed, if you arrive at night).

If you want to teleport to something particular, I'd suggest getting the ID for the settlement workbench, which will already be defined in the game with a specific reference ID, and pre-placed at a specific and nonvariable position.
Last edited by DouglasGrave; May 31, 2019 @ 11:02pm
Tesityr Jun 1, 2019 @ 9:15am 
If I may add to this - and for anyone looking to use Console Commands to move to a Location - most of the areas in the game can be accessed by using the NAME of the location/settlement/etc along with ext (for Exterior), for example:

coc abernathyfarmext
coc sanctuaryhillsext

Some DLC (eg. Automatron) requires things like DLC08int and so on, but if it doesn't work, it's easy to find the specific command via a Search for those.



HTH :cozybethesda:
Out Of Bubblegum Jun 1, 2019 @ 11:30pm 
I just noticed something. The father at Somerville Place does not have a [PP] after his ref ID. The kids do. I bet if I had used their ID I could have used the moveto command. The wiki still does not list their IDs though. You have to find it in person.
Last edited by Out Of Bubblegum; Jun 1, 2019 @ 11:31pm
Bored Peon Jun 2, 2019 @ 4:25am 
The [PP] is just protected essential flags. Most of the NPCs already at settlements are missing the protected status.
DouglasGrave Jun 2, 2019 @ 4:34am 
Originally posted by Bored Peon:
The [PP] is just protected essential flags. Most of the NPCs already at settlements are missing the protected status.
I remember a previous discussion mentioning a distinction between NPCs directly placed from within the editor, and those placed by papyrus scripts (so the difference potentially being between Editor-Placed and Papyrus-Placed instances).

I can't say I've personally investigated that to be sure, however.
Bored Peon Jun 2, 2019 @ 6:28am 
Originally posted by DouglasGrave:
Originally posted by Bored Peon:
The [PP] is just protected essential flags. Most of the NPCs already at settlements are missing the protected status.
I remember a previous discussion mentioning a distinction between NPCs directly placed from within the editor, and those placed by papyrus scripts (so the difference potentially being between Editor-Placed and Papyrus-Placed instances).

I can't say I've personally investigated that to be sure, however.

The EP and PP has absolutely nothing to do with that at all. They are flag markers that are seen in the console.

Common flags:
EP = Essential protected meaning not even the character can kill them.
PP = Protected status where NPC are not supposed to kill them, but the player can.
? = Has parent object, commonly seen by turret debris.

Whoever told you EP and PP had to do with editing the game and mob placement was feeding you brahminshit. Anyone familiar with console commands should have know better. Ironic considering you argued screenshots not enough proof.
DouglasGrave Jun 2, 2019 @ 6:49am 
Originally posted by Bored Peon:
Originally posted by DouglasGrave:
I remember a previous discussion mentioning a distinction between NPCs directly placed from within the editor, and those placed by papyrus scripts (so the difference potentially being between Editor-Placed and Papyrus-Placed instances).

I can't say I've personally investigated that to be sure, however.
The EP and PP has absolutely nothing to do with that at all. They are flag markers that are seen in the console.

Common flags:
EP = Essential protected meaning not even the character can kill them.
PP = Protected status where NPC are not supposed to kill them, but the player can.
? = Has parent object, commonly seen by turret debris.

Whoever told you EP and PP had to do with editing the game and mob placement was feeding you brahminshit. Anyone familiar with console commands should have know better. Ironic considering you argued screenshots not enough proof.
Ironic to hear that from someone who argued that you couldn't get XP if companions killed something all by themselves, despite this happening frequently.

As for the EP designation, it's hard to seriously think of it as being about essential status when the tag appears on things that include tables, light fixtures, and settlement workbenches, while the PP status appears on things including crop plants (which are perfectly capable of being shot to pieces by NPCs), and concrete blocks (which are impervious to even player attacks).
< >
Showing 1-15 of 38 comments
Per page: 1530 50

Date Posted: May 31, 2019 @ 4:25pm
Posts: 38