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Actually SET is safer
Mod values are considered kind of 'temporary' and when you start messing with MODAV you end up with a character that can have (for an example) 20 strength but a mod value of 20 - 3 strength, which just makes the game calculations all arsey because now it has to deal with +/- values rather than just one 'hard' value.
SET cements the deal and changed 20 - 3 to 17 and ELIMINATES the +/- stuff
player.addperk xxxxxxxx
player.removeperk xxxxxxxx
Codes here http://fallout.wikia.com/wiki/Fallout_4_perks
Then again, all it does is subtract from the current value and not the base value, I might work on a perk respec system If i get bored enough.
player.setav strength 1
player.setav perception 4
player.setav endurance 1
player.setav charisma 6
player.setav intelligence 6
player.setav agility 8
player.setav luck 2
If i like a character I just run a script to remove all perks and reset perk points. Then select what I want. This has never caused an issue except when I forgot to add the values back for the bobble heads. :)
Oh yea and the you'r special book which I did forget. OK so 1 issue.
Oh and the mama murphy issue. I have succeed in the charisma check with 1 in charisma and failled many times with charisma at 11. So who knows.
I normally do CHA of 1, I use a business suit (Reginald's from Curtain Call mission +3, Newsboy Cap +1, Blacck Rimmed Glasses +1, Grape Mentats +5 and 10% vendor bonus and a Beer +1.
That's CHA 12. I get >50% discount at vendors and can pass all checks. This is my permanent suit when doing Power Armor.
14.additem
14.modav
The game converts 'player' to '000014' though an additional unneeded function. Just a side note.
About six months ago Scarecrow did some extensive testing on the speech checks. Apparently the different alcohol effects stacked ONLY for the purpose of speech checks.