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Most of the time this kind of command if > Additem "player" "id" "number"
I'm gonna cheat to have each level 1 battle skill point and 1 character skill point :D
If someone know the ID for the High society beverage too :D
I've got a bit list of internal item ids I was able to pull with the string finder in CheatEngine, but I can't figure out how to use them. Maybe it has to be in Russian or something, I have no idea.
https://www.dropbox.com/s/imelbry8ridrult/item_ids.txt?dl=0
Really frustrating given how quest-relevant items are handled in this game, particularly when it bugs out and you're left waiting for two or three months for a patch that /might/ address your issue. Things like these would help us to resolve issues ourselves while waiting for official fixes. It's hard to stay motivated.
Absolutely.
Those are what item ids look like in other UE4 games like Outer Words and Darksiders 3.
Not unless the developers reveal a command for that (in theory there's a chance you could use the summon command, recruit and then dismiss them, and that might send them back to the nest correctly). I'm not sure if there are UE4 commands for modifying global variables.
I'm not smart enough to suss out the full potential of this thing, but imo the developers have a chance (and a super easy one since this program does most of the work for them) right here to alleviate a ton of what's driving players away and fueling those negative reviews. Because underneath the gamebreaking bugs (one of which just ruined my 12-hour save) there's a really fun RPG.
That and none of the "companions" are appearing in Vulture's Nest.
I have these questions for the developers:
1.
Does the "AddItem" command work? Is it functional, and the people above are just misunderstanding the item ID numbers? Could you share the correct ID numbers?
2.
A common bug I've noticed being mentioned is the missing companions. Can this console be used to make the companions appear right next to the main character, so those quests could be completed? Like "Summon Morty".
3.
Another common problem I've read about is that Captain Riebel doesn't talk when he should, during an important mission. Does a command exist for making Captain Riebel's next speech become active, ready to be clicked?