This page contains a list of cheats, codes, Easter eggs, tips, and other secrets for The Settlers 7: Paths to a Kingdom for PC. If you've discovered a cheat you'd like to add to the page, or have a correction, please click EDIT and add it.
Dreadshow: Interesting. I run Better Settlers and, while I love that mod, been a staple in my LO since forever, you still must upgrade settlers with better weapons/armor eventually. You're right, even thought the process of equipping settlers is a simple as trading with them and pressing the "T" key to force them to use the weapon you gave them, and giving them one according ammo type, I does become a PITA after a while. Especially when you have 20 (my limit) of them to equip. Thanks.
Always wondered it it was possible to create a mod that would force settlers to go the workbench and grab a better weapon than the one they are currently toting. I always create a separate safe to store weapons I want to keep for myself, so this sort of mod would be a godsent. Settlers, after all, do take weapons randomly from the workbench.
Dreadshow: Interesting. I run Better Settlers and, while I love that mod, been a staple in my LO since forever, you still must upgrade settlers with better weapons/armor eventually. You're right, even thought the process of equipping settlers is a simple as trading with them and pressing the "T" key to force them to use the weapon you gave them, and giving them one according ammo type, I does become a PITA after a while. Especially when you have 20 (my limit) of them to equip. Thanks.
Always wondered it it was possible to create a mod that would force settlers to go the workbench and grab a better weapon than the one they are currently toting. I always create a separate safe to store weapons I want to keep for myself, so this sort of mod would be a godsent. Settlers, after all, do take weapons randomly from the workbench.
Enemies Don't Shoot So Good: A head-shot dealt by a .38 pipe pistol from THAT far away, Really? (set to 75%) I also use mods to toughen enemies and scale them to you current level, and one that makes head-shots extremely important. Balance. :no:
Upon leaving Vault 111, you can make a quick jaunt over to Leveler's Bunker for some handy stuff before going down the hill to either meet Ivy or making your way to Sanctuary. After that, head on into Concord to start Depravity.
For those with the Far Harbor DLC, you can replace 00020593 with xx01054D to spawn the Far Harbor variant of a settler. This settler will have different randomized looks from the Commonwealth settlers and will have generic dialogue specific to Far Harbor. The xx is based off the load order - 01 if Far Harbor is the first loaded add-on, 02 if the second, etc. If this fails, replace the xx with 10, 20, 30, etc., depending on the load order.
player.placeatme c1aeb - will let you place a workbench anywhere that can be used to build a settlement. Note: Currently there is no known way to get settlers to move to your new settlement (other than sending them from another settlement). To start building it is necessary to activate god mode (tgm) after placing the Workbench. If placed near enemies, kill all surrounding enemies. You can sometimes get the placed workbench to work without going into god mode.
The size budget is a combination of triangle counts and draw calls and is configured for each settlement. Each object the player creates in the settlement will use a portion of both in the budget, with more complex objects using up more. The budget itself is tracked as actor values attached to the workbench. Note that in order to use these actor values you must use the numeric id as they do not have a usable console name.
Note: The budgets are there for a reason, to keep players from building overly large settlements that could negatively impact performance. Using these commands to ignore the budgets could have consequences.(the first time you use it nothing might happen but as soon as you leave the settlement area you will not be able to access the area again and the game crashes every time you try to get close to your settlement or even fast travel there.)
===Note:=== These commands can be used to make a resource object produce additional resource types. For example, a pump can be made to produce food and defense, as well as water. This will produce food without a settler assigned to it, since the pump does not normally require anyone assigned to it. This can be a useful workaround where building is restricted, for example to provide food at Boston Airport. Be aware that this trick does not necessarily work with all objects. Adding a new resource to an object that isn't already a resource producer means it does not show up in the top bar. Adding power to an object that doesn't have a power connection means the power cannot be used. So power can be added to a power conduit, and this will power things connected to it according to the power value available there, but the top bar will not change.
Do you want your settlers to have 69420 stats on everything? This mod will give them all that! That's right... you can do it now! It's really useful for Sim Settlements 2. Here's a fun fact... It works on more than just settlers ?
Editing the save file just to give yourself huge amounts of cash is boring. Be creative! Give the Romans a battleship in 3980 BC and see if you can still beat them! Try playing difficulty level 5, which is worse than Emperor, but start yourself with extra advantages to make up for it. Edit the unit definitions and play with different kinds of military units. Be the barbarians.
At difficulty level 6, you have no contented citizens at all, even when your city size is 1 (one!). The computer does not labor under such a disadvantage; its unhappiness is still Prince level, I think. The computer builds a militia with about 3 or 4 resources. You need a lot of extra advantages to win at difficulty level 6.
To play at difficulty level 6, you must change the tenth byte of the save file to a 6. There is always a chance that the game will crash when you save, because the difficulty level is used to index the strings "Chieftain. "Emperor". So far I never had a crash.
This is the Shift-56 (sometimes shift 1 to 8) cheat, only available in v1.0. It was the player-test mode for Microprose play testers. Refresh the map after pressing Shift 1-8 (by moving the cursor or pressing t twice) and you will see the map of the whole world. You can click on the cities of other players and unfortify their troops and sell their city improvements
F9 shows numbers representing the attack points, defense points, and 3 of the cities the computer uses to calculate battle, on each continent (along with giving the size of each continent in land squares.
Any piece that sentries in a town before the end of its movement can be unsentried and REGAINS ITS FULL MOVEMENT for the turn. What this means is that if you have roads linking your cities together and a chariot in a city on one side of your continent, you can move it all the way to the other side of the continent in one turn. All you do is sentry it in each city along the way (as long as each city is {=5 squares away). In fact if you have some invaders to kill, you can kill one, sentry it in a nearby city, unsentry it, kill the second, move into the city again all in one turn.
This one is when you wish to unload units in a city. Dock the ship, and go into the city description screen (click on city) and then click on the units in sentry mode you just delivered. They will then have full MP restored, and you can continue to move them normally at this point. (With Railroad (RR), this cheat allows for faster deployment across continents between your cities and/or ships.) Note that a unit can have several full moves in one turn this way.
Move the settler 2 squares along a road, then tell it to do something. Now wake it up and move it another two squares. This means you can move a settler a minimum of 13 squares along a road before the development of railroad. If you move them along a mountain range where it takes a long time to build mines, or across swamp you can move about 19 squares in one turn (tell the settlers to mine the mountain/hill or clear the swamp).
Yes! There is an excellent program called civedit3.zip. It is available at ftp.uwp.edu in directory pub/games/romulus/misc. See (GENERAL section 12) for details of obtaining it if you do not have FTP access.
The console is a debugging tool in the computer versions of Fallout 4. It is useful for altering content while in-game, but may be used to cheat as well. It cannot be accessed in the console versions of the game or in Survival mode.
Should this for some reason not work, you can always set your keyboard's language layout to US in the Windows control panel. After restarting Fallout 4 pressing the equivalent button from above will open the console.
The HUD will disappear and you will get a prompt (--- ) in the lower-left corner of the screen where you can input commands as listed below (The console will also remember any previously entered commands, which you can scroll through with the Up and Down Arrow keys). While the console is open, the game will pause and the camera will freeze. If the left side of the console is not visible, one may need to edit the Fallout4_Default.ini file in the installation folder. Increasing the iConsoleTextXPos variable will move the prompt further right into the field of view. Fallout 4 does not require turning off an Xbox/PS Controller if you are using one, to use the console. If you are using a controller, simply use your keyboard to enable the console.
Targeted commands will require a reference as target usually entered before the actual command, as noted by the separating dot in between. For the majority of functions, a Form ID will be needed. For example, if you want your player character (PC) to be the target, you can:
c01484d022