Fallout 4

Fallout 4

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Simpson3k Aug 12, 2016 @ 5:45pm
SetValue and SetAv on S.P.E.C.I.A.L. ?
Because of my latest game at wich i wanted to start with maxed out specials from the very beginning without reaching lvl 40+ just for that (to avoid get the monsters to strong) I searched some in the console commands and found those two commands. Both seem to effect skills and specials but i am afraid they only do it on the perk sheet.

I mean with charisma 10 i shouldnt have a problem to persuade mama murphy to stop using chems, should I?

Anybody knows more about the usage of those two commands and if they really change the game mechanics of the specials or only unlock perks of the respective special in the perk table?
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Showing 16-23 of 23 comments
Shad Aug 12, 2016 @ 8:24pm 
Originally posted by Spocks Toupee:
WARNING, if you're using SET commands to reduce your PERK levels, you have to remove them IN ORDER

You can't just change your PERK level from 4 to 2 without removing the perks in between

I.E. it will ruin your game if you try to change something like Sneak 5 to Sneak 1 without first removing perk sneak level 4, perks sneak level 3, etc etc
You shouldn't even be using set commands in the first place, modav is safer and reduces the values correctly
Spocks Toupee Aug 12, 2016 @ 8:29pm 
Originally posted by NaN:
Originally posted by Spocks Toupee:
WARNING, if you're using SET commands to reduce your PERK levels, you have to remove them IN ORDER

You can't just change your PERK level from 4 to 2 without removing the perks in between

I.E. it will ruin your game if you try to change something like Sneak 5 to Sneak 1 without first removing perk sneak level 4, perks sneak level 3, etc etc
You shouldn't even be using set commands in the first place, modav is safer and reduces the values correctly

Actually SET is safer

player.SetValue <character variable> or player.setav <character variable> <amount> – Sets actor values to a given amount (S.P.E.C.I.A.L., skills, experience, resistances, action points, health, etc). Using setav will affect the perk chart and unlock new perks for the player to select from.

Example: player.setav speedmult 100 (default)

player.ModValue <character variable> or player.modav <character variable> <amount> – 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.

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
Last edited by Spocks Toupee; Aug 12, 2016 @ 8:32pm
Nergui Aug 12, 2016 @ 8:29pm 
Adding or removing perks use this command

player.addperk xxxxxxxx
player.removeperk xxxxxxxx

Codes here http://fallout.wikia.com/wiki/Fallout_4_perks
Shad Aug 12, 2016 @ 8:42pm 
Originally posted by Spocks Toupee:
Originally posted by NaN:
You shouldn't even be using set commands in the first place, modav is safer and reduces the values correctly

Actually SET is safer

player.SetValue <character variable> or player.setav <character variable> <amount> – Sets actor values to a given amount (S.P.E.C.I.A.L., skills, experience, resistances, action points, health, etc). Using setav will affect the perk chart and unlock new perks for the player to select from.

Example: player.setav speedmult 100 (default)

player.ModValue <character variable> or player.modav <character variable> <amount> – 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.

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
Actually, setvalue may set it to the value itself but it doesn't always work, when you use modav you're subtracting it to the value it's supposed to be without any problems.
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.
Amonsun Aug 13, 2016 @ 12:26pm 
I have a base character save that I use to restart all the time and I just use a simple bat file to set the stats for S.P.E.C.I.A.L all the time works like a charm. The character is level 1 at the vault exit. This is just an example. I think I used it for a sneak build. Its never caused me any issues.

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.
Last edited by Amonsun; Aug 13, 2016 @ 12:55pm
casualsailor Aug 14, 2016 @ 9:03pm 
Originally posted by Spocks Toupee:
Originally posted by Simpson3k:
The reason for me doing this is that always and up as a jack of all trades but in fallout 4 thats not possible in the long run..because sooner or later you start to fail persuation checks,

I can pass any and all persuasion checks at 6 Charisma, as long as I get a Formal hat CHR +1, Eyeglasses CHR +1, Black Suit CHR +2 or Agatha's Dress CHR +3, Wedding Ring CHR +1

for a total of 11 or 12 CHR

I always use a "Charisma Outfit" before I get into a Conversation just in case there are Charisma checks.

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.
WarMachine Aug 14, 2016 @ 9:11pm 
The proper id is '14', not 'player'.

14.additem
14.modav

The game converts 'player' to '000014' though an additional unneeded function. Just a side note.
Bored Peon Aug 14, 2016 @ 9:34pm 
Originally posted by Spocks Toupee:
Originally posted by Simpson3k:
The reason for me doing this is that always and up as a jack of all trades but in fallout 4 thats not possible in the long run..because sooner or later you start to fail persuation checks,

I can pass any and all persuasion checks at 6 Charisma, as long as I get a Formal hat CHR +1, Eyeglasses CHR +1, Black Suit CHR +2 or Agatha's Dress CHR +3, Wedding Ring CHR +1

for a total of 11 or 12 CHR

I always use a "Charisma Outfit" before I get into a Conversation just in case there are Charisma checks.

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.
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Date Posted: Aug 12, 2016 @ 5:45pm
Posts: 23