

Walls have a height of iirc 224 and the same width as the floors (256) and can be raised/lowered with modpos z 224 or -224 for lowering. A floor piece (lge) has a measurement of 256 so to move it exactly 1 piece over in the x or y axis you would open up the consul, click on the object you want to move (it's id number will show on the consul) and put in "modpos x 256" to move it in that direction 1 complete unit, to move it in the opposite direction you would use modpos x -256. These are the most useful consul commands for building that Settlement to your precise needs. Tgm (toggle god mode) A never ending supply of all building materials but no exp for building.

Tcl (turn collision off/on) search youtube for a visual on how to make this one work as there are a few steps to take. Setangle z, Starting from an angle of 0, 90 or 270 is a dream for building. Getangle z, see the starting angle of an object Getpos x, y and z, Gets the position of an object. If the other settlers will attack it, it will go into bleed out stage after which it will recover.Modpos x, y and z, Moves the object in the 3 axis. Cause currently I am the only one that can kill it. So that the PC is not the only character in the game that can kill it, if you know what I mean. Now I need to make a script (add few lines) that is attached to this effect that once the synth has been identified the "protected" status will be removed and it will become mortal. It is an area spell that will simply identify that workshop synths BUT. I need to make a script that will detect the synth, sets it to killable. To make a terminal tape for the settings to set the tech to lethal or just paralyzing. I was thinking to give it a few upgrades like a turret that will auto detect a synth settler and shred it to bits. Hey guys, so I am coming back to FO4 after a loooooooooooooooooooong time and I was thinking I will upgrade my D13 Settlement Institute Synth Spy Detection and Elimination mod a bit.
