Fallout 4

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SetEssential for Piper Not Working (ANYTHING HELPS!!!!)
So I have a problem with companions dying in my FO4 (I do remember long ago I installed a mod so that my companions can die but I forgot what I did). Yes, I have uninstalled the game and reinstalled, I have verified local files integrity, I also added this into my Fallout4_Default.ini file (because for some reason it wasn't there already)(without quote marks):

"[GamePlay]
bEssentialTakeNoDamage=1"

So next thing I try is to set Piper as a essential companion (because she keeps dying). I type this (without quote marks):
"setessential 00002f1f 1"
So then I get this message afterwards (without quote marks):
"Invaild actor base '00002f1f' for parameter Actor Base.

Complied script not saved!"
If you know anything that can help me PLEASE DO NOT HESITATE TO REPLY!!!! I've been trying to fix this problem for days already. Thank you.
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Showing 1-15 of 19 comments
hawkeye Feb 1, 2021 @ 10:20pm 
fallout4_default.ini ????????

Piper is essential in the vanilla game btw.

But there is no substitute for reading the instructions -

setessential <baseID> <bool>

and reading the error message -

Invaild actor base '00002f1f' for parameter Actor Base.

So if 2f1f is invalid as a baseid, and the command requires a valid baseid, the next step should be obvious.
Last edited by hawkeye; Feb 1, 2021 @ 10:32pm
Dave Feb 1, 2021 @ 10:58pm 
None of the companions can die in the game unless a mod or console command is set to make this happen. By default they are essential so if they are able to be killed then a mod is causing this issue
Fake Feb 1, 2021 @ 11:34pm 
Did you start a new game after you removed mods and reinstalled game?
ZarahNeander Feb 2, 2021 @ 12:49am 
"2f1f" is the refID, you want to baseID which is 2f1e
unweptbuzzard16 Feb 2, 2021 @ 7:56am 
Companions in fo4 are like companions in fnv and skyrim, they don't die, they simply stop fighting when their health is too low.
florida_jit Feb 2, 2021 @ 10:05am 
Originally posted by hawkeye:
fallout4_default.ini ????????

Piper is essential in the vanilla game btw.

But there is no substitute for reading the instructions -

setessential <baseID> <bool>

and reading the error message -

Invaild actor base '00002f1f' for parameter Actor Base.

So if 2f1f is invalid as a baseid, and the command requires a valid baseid, the next step should be obvious.
Ya so basically my C: drive was full so I had to transfer FO4 to my A: drive but it was updating from me doing the local files intergrity thing so that's when I had to uninstall it and reinstall it on my A: drive and then when I went to my FO4 game files on my A: drive, I didn't see "Fallout4.ini" I saw "Fallout4_Default.ini".
florida_jit Feb 2, 2021 @ 10:05am 
Originally posted by ZarahNeander:
"2f1f" is the refID, you want to baseID which is 2f1e
I'll try that thanks.
florida_jit Feb 2, 2021 @ 10:06am 
Originally posted by unweptbuzzard16:
Companions in fo4 are like companions in fnv and skyrim, they don't die, they simply stop fighting when their health is too low.
Ya I know but like it isn't just Piper dying. The same thing happened to Dogmeat and Strong.
florida_jit Feb 2, 2021 @ 10:07am 
Originally posted by 76561198100348019:
Did you start a new game after you removed mods and reinstalled game?
No I didn't. I was thinking of doing that though. I'll try that too but I don't think I have to do that. At the same time I just learning all this as I go too so like I said, "anything helps" :)
florida_jit Feb 2, 2021 @ 10:09am 
Originally posted by Dave:
None of the companions can die in the game unless a mod or console command is set to make this happen. By default they are essential so if they are able to be killed then a mod is causing this issue
Doesn't the verifying integrity of local files wipe out any mods done to the files? I made sure I turned off all my mods though.
steventirey Feb 2, 2021 @ 10:29am 
Originally posted by MLGpaxatax1000:
Originally posted by 76561198100348019:
Did you start a new game after you removed mods and reinstalled game?
No I didn't. I was thinking of doing that though. I'll try that too but I don't think I have to do that. At the same time I just learning all this as I go too so like I said, "anything helps" :)

If you remove mods, its always best to start a new game. Sometimes the changes are baked into the save game, and even removing the mod won't change it back.
florida_jit Feb 2, 2021 @ 10:36am 
Originally posted by steventirey:
Originally posted by MLGpaxatax1000:
No I didn't. I was thinking of doing that though. I'll try that too but I don't think I have to do that. At the same time I just learning all this as I go too so like I said, "anything helps" :)

If you remove mods, its always best to start a new game. Sometimes the changes are baked into the save game, and even removing the mod won't change it back.
I'll keep that in mind thank you.
florida_jit Feb 2, 2021 @ 11:59am 
Originally posted by hawkeye:
fallout4_default.ini ????????

Piper is essential in the vanilla game btw.

But there is no substitute for reading the instructions -

setessential <baseID> <bool>

and reading the error message -

Invaild actor base '00002f1f' for parameter Actor Base.

So if 2f1f is invalid as a baseid, and the command requires a valid baseid, the next step should be obvious.
Do you know the valid baseid?
florida_jit Feb 2, 2021 @ 12:00pm 
Originally posted by ZarahNeander:
"2f1f" is the refID, you want to baseID which is 2f1e
I tryed that and nothing seemed to happen.
Dave Feb 2, 2021 @ 12:31pm 
Originally posted by MLGpaxatax1000:
Originally posted by ZarahNeander:
"2f1f" is the refID, you want to baseID which is 2f1e
I tryed that and nothing seemed to happen.

If she is dead already then nothing will happen. If she is alive then nothing will happen but she can't be killed
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Date Posted: Feb 1, 2021 @ 9:49pm
Posts: 19