Fallout 4 where the water is dirty.

Only here you will find almost all item ids for the game fallout 4.

A huge selection of different items, such as building materials, weapons, ammunition, food, armor for the hero and the dog.

How to find out the id of any Fallout item

Essentials

Let's start with the items that the player often uses during the game.

Construction Materials

The following items act as building components for the construction of settlements and their fortifications. In addition, they are indispensable when modifying weapons.

Item

Aluminum

Wiring

Crystal

Gears

Miracle Glue

Textile

Optical fiber

Plastic

Ceramics

Nuclear material

Antiseptic

Insulating tape

Turpentine

Fiberglass

If you need not components, but entire batches of building materials, then the id of the batches of materials will help:

Item

Metal Party (100)

Metal Party (50)

Acid Party (25)

Clay's Party (50)

Clay's Party (25)

Aluminum Lot (50)

LotAluminum (25)

Security Fiber Lot (25)

Antiseptic lot (25)

Asbestos batch (25)

Lot of ceramics (25)

Batch of circuits (25)

Batch of circuits (50)

Fabric lot (25)

Concrete batch (50)

Copper lot (25)

Lot of corks (25)

Crystal lot (25)

Fertilizer batch (25)

Fiberglass lot (25)

Optical fiber batch (25)

Lot of gears (25)

Glass lot (25)

Gold lot (25)

Lead lot (25)

Leather lot (25)

Nuclear material shipment (25)

Butter Lot (25)

Plastic lot (25)

Rubber lot (25)

Lot of bolts (25)

Silver lot (25)

Spring lot (25)

Lot of wood (50)

Lot of wood (100)

Food

Weapons and ammunition

Any weapon and infinite ammo can also be obtained using their id and console. Tired of looking for a cannon in the vast expanses of the Commonwealth? Or have you run out of ammo for your favorite minigun? The console will help you!

Item

Super Hammer

Gatling laser

Optical Gauss carbine

Short Combat Shotgun

Submachine gun

Launcher

Short injection carabiner

Gamma gun

Ammunition

Ammo for Minigun

Cryocartridges

5 mm cartridges

Gamma gun cartridges

.308 caliber cartridges

Plasma charge

5.56 mm cartridges

Nuclear battery

44 caliber cartridges

10 mm cartridges

Shotgun cartridges

.45 caliber cartridges

.38 caliber cartridges

Cannonball

Flamethrower fuel

Cartridges for an extraterrestrial pistol (Alien blaster)

Mini nuclear charge

2 mm electromagnetic cartridges

Railway nail

Plasma cartridges

Cryogenic charge

Nuclear battery

50 caliber cartridges

Molotov cocktail

Synth relay grenade - teleports one synth to you

Artillery smoke bomb - indicates the location for the artillery strike

Vertibird signal - calls the vertibird

Unique weapon

While playing Fallout 4 you can find several unique weapons. Not something that has randomly generated properties and drops from legendary enemies, but a solid and developer-created means of destroying enemies. To avoid a long and painful search for a deadly arsenal, see the list below:

Power armor

There are five types of power armor in Fallout 4. Let's list it in order of increasing power: raider power armor, T-45, T-51, T-60 and X-01. We told you where to find each of the sets and how to get the desired costume in power armor location guide. The codes below will make it much easier, but less interesting:

Item

Power armor frame

Raider Power Armor

Left hand

Right hand

Right leg

Left leg

Torso

T-45 Left Hand

T-45 Right Arm

T-45 Right leg

T-45 Left leg

T-45 Torso

T-51 Left Hand

T-51 Right Arm

T-51 Right leg

T-51 Left leg

T-51 Torso

T-60 Left Hand

T-60 Right Arm

T-60 Right leg

T-60 Left leg

T-60 Torso

X-01 Left Hand

X-01 Right Hand

X-01 Right leg

X-01 Left leg

X-01 Torso

Dog armor

Among the companions who can accompany the main character throughout the game is a dog named Dogmeat. Like all other companions, she can also be equipped with armor. We have already described where to find a complete set of protection for Dogmeat in the guide at the link. In order not to look for a costume for a dog, remember the id of its elements below:

Baby dolls

There are twenty figurines in Fallout 4 that give your character the opportunity to not only increase S.P.E.C.I.A.L. parameters, but also raise other equally interesting characteristics. You can read detailed guide to finding bobbleheads, or simply get them using the sign below.

IDs of legendary armor properties

The higher the difficulty level you play Fallout 4 on, the more likely you are to encounter legendary enemies (you'll see an asterisk next to their name). By searching the body of such an enemy, you can remove a legendary weapon or legendary armor that has special properties.

These properties are listed in the table below, and using console commands they can be attached to any other armor. Open the console and type the command amod ID(by clicking on the item). To remove a property from armor, type rmod ID, also by clicking on the item.

Property name

Bonus

1 Charisma and +1 Intelligence

Happy

Strengthening

1 Strength and +1 Stamina

Cunning

1 Dexterity and +1 Perception

Anti-radiation

Damage from ghouls reduced by 15%

Disastrous

Damage from bogworts and insects reduced by 15%

Anti-mutant

Super Mutant damage reduced by 15%

Hunting

Animal damage reduced by 15%

Repair

Robot damage reduced by 15%

Murderous

Damage from people reduced by 15%

Acrobatic

Fall damage reduced by 50% (the effect does not stack)

Completely prevents fall damage

Irradiation increases the rate of AP recovery

Vorovskaya

Makes it easier to pick locks

Protective

Reduces damage taken by 15% while the character is stationary

Znakharskaya

25 protection from poison

Kavalerskaya

Damage taken while blocking or haste reduced by 15%

Martyrdom

Slows down time in battle if health drops below 20%

Optical

It's harder for enemies to detect you while you're motionless

Reinforcing

The lower your health, the higher your damage resistance (up to +35)

Increases AP recovery rate

Sprint

Increases movement speed by 10%

Improved VATS

Reduces the cost of actions in VATS by 10%.

Unbroken

Element strength increased fourfold

Dueling

Grants a 10% chance to automatically disarm an enemy in melee combat

A light weight

The weight of this armor element has been reduced

Punitive

Returns 10% damage to the melee attacker

Weapon Legendary Attribute IDs

Similar to the unique armor properties described above, Fallout 4 weapons can also have a legendary property. It is important to remember that weapons with a legendary property cannot be dismantled for materials, and the legendary property does not disappear when modifying weapons.

You will find the description and codes in the table below, and they are added to the gun through the console, similar to armor: amod ID for dressing and rmod ID to remove the property.

Property name

Bonus

Stunning

Chance to stun target on hit

Mutilating

20% chance to damage target's leg on hit

Furious

On a critical hit, the target will become enraged and attack nearby enemies.

Furious

Increases damage with each subsequent attack on the same target

Aggressive

25% to damage and limb damage

Incendiary

Sets an enemy on fire, dealing 15 fire damage.

Znaharskoe

Adds poison damage over 10 seconds (3 damage/sec)

Chilling

10 additional cold damage and the ability to freeze an enemy on a critical hit

Damage increased by 25%

Plasma Infused

10 additional energy damage

Irradiated

50 additional radioactive damage

Targets take 25 additional bleed damage

crippling

Deals 50% more damage to limbs

Anti-radiation

Increases damage to Ghouls by 50%

Disastrous

Increases damage to insects and swampweeds by 50%

Mutant-killer

Increases damage to super mutants by 50%

Hunting

Increases damage to animals (not insects) by 50%

Murderous

Increases damage to people by 50%

Provocative

Double damage to targets with full health

Repair

Increases damage to machinery by 50%

Berserker

Bonus energy damage based on wearer's damage resistance

Protective

Damage reduction while standing still by 15%

Kavalerskoe

Reduce damage taken by 15% while blocking or haste

Narcotic

Additional damage that increases depending on the number of addictions the hero has.

Increased damage at night (from 18-00 to 6-00)

Bloody

Bonus damage depending on the amount of health the hero has (the less health, the more damage)

Sledopytskoe

If the character has not yet entered into battle, the accuracy of the shot in VATS increases and the consumption of AP increases

When aiming, increases the character's movement speed by 75%

Tireless

Critical hits with this weapon restore the hero's AP

Lightning fast

Reduce AP consumption by 25%

VATS compatible

Increases accuracy in VATS and reduces AP consumption by 25%

VATS compatible

Reduces AP consumption by 40%

Automatic

Possibility of automatic shooting

Infinite

Shooting without reloading

Explosive

The charge explodes on impact and deals 15 points of area damage

Double-shot

The weapon fires two charges instead of one, and the ammo consumption does not change

Penetrating

Ignores 30% of target's damage and energy resistance

Swift

Increases rate of fire by 25%, speeds up reloading by 15%

Happy

Double the amount of critical damage and 15% faster critical strike gauge when hit in VATS

We really hope that this guide helped you make playing Fallout 4 a little more interesting. If you need character ids, then stay with us - we will publish them soon.

You might think that Purified water- not the most important element in Fallout 4. We will try to convince you otherwise by giving advice and recommendations on the production and purification of water in your community. Ordinary Fallout 4 builders are often unaware of useful things that help greatly while traveling.

The main thing to remember is that the purified water produced in the settlement, minus what the residents drink, is sent to the Workshop storage every few days. Purified water heals 40 HP, without any radiation penalty, and can also be sold to merchants for 6 caps per unit or even more. Let's find out how to get this resource, which significantly facilitates the gameplay.

A Starter Guide to Water Production

At the beginning of the game, you needed to build a settlement in Sanctuary and provide the inhabitants with resources. To meet the settlers' water needs, two water pumps had to be installed. If you return to the task later (at about level 7-10), you will have enough resources to build a river water treatment plant, south of the Sanctuary houses. Since there are few inhabitants, a significant amount of water will be released, the excess of which will end up in the Workshop's warehouse in the form of Purified Water. You can come every day or two of game time and pick it up.

A standard water purifier requires 2 Oil, 2 Ceramic, 5 Rubber, 2 Copper, 10 Steel and 2 Textile. These resources can be easily collected directly from your settlement. You can even build several water purifiers (I recommend at least two). They also require a Generator. Don't forget to connect the electricity!



Increasing the number of water treatment facilities will allow for widespread trade in Purified Water. With trade perks, you can lift a couple thousand caps every few days. Remember that mass production of water and food makes a settlement attractive to attack from outside. Think about good protection.

Advanced water production

Are you a sophisticated builder, have you thoroughly upgraded your Charisma, opened shops and supply lines for settlements? If you upgrade all construction perks, you will have access to the Industrial Water Purifier. It can be placed in any coastal settlement. It produces 40 units of water and consumes 5 energy. To build you will need: 4 Oils, 2 Ceramics, 10 Rubber, 4 Copper, 20 Steel, 4 Textiles and 6 Gears. Most materials can be found among the trash of Sanctuary. Rubber can be found in homes or recycled tires; Oil in fuel cans; Ceramics are found in toilets and coffee pots. If the Collector perk is upgraded, gears can be removed from unnecessary weapons, globes, table fans, toy cars, etc.



Settlements are an integral part of the gameplay Fallout 4, but not all players develop them. This is justified, because their construction and support require manual work, and protection places a heavy burden on the player’s shoulders. But not everything is so simple, and in this guide we will explain how you can make money from settlements.

Let us immediately warn you that you need to have the full version of Fallout 4, the add-ons for the workshop will be especially useful - Contraptions, Vault-Tec and Wasteland. Even without one of them, the possibilities for arranging settlements will be significantly limited. With a stretch, you can do without Far Harbor and Nuka-World.

Game mechanics of settlements in Fallout 4

At the heart of any settlement are its inhabitants, and their maximum number does not depend on the size of the settlement or living conditions, but is determined by a simple formula - the character’s charisma level + 10. For example, a character with a charisma level of 8 will have 18 residents living in settlements.

To make money from settlements, it is better to have a character at least level 20, since you need the following characteristics and perks:

  • you need to invest at least 6 points in “Charisma”, and preferably 8;
  • The Cap Collector perk must be upgraded to 2 to get discounts in stores when purchasing and a higher price when selling;
  • you need to collect all the “Tales of a Trader from Junktown” magazines in order to have a discount on the purchase of resources, you will need a lot of them and you can save a lot of money;
  • the “Local Leader” perk must be upgraded to 2;
  • The “Strong Ridge” perk needs to be upgraded to 3 in order to transfer more resources for building the next settlement.

Depending on the preferred type of income, the following perks may be required (a character of level 36 or higher is required):

  • “Strong spine” by 4, so that fast movement becomes available when the maximum weight is exceeded;
  • “Cap Collector” by 3 to increase the amount of money the seller has in the store;
  • “Party Man” by 2, so that the effect of drinking alcohol is doubled;
  • “Chemist” is also pumped up by 2, so that the effects of drugs last twice as long;
  • "Science" of the first level, requiring 6 points in the "Intelligence" parameter, this perk will allow you to build Large water treatment plants that produce a lot of purified water.

If you don’t want to bother with settlements, but just make money from them, then 20 residents will be enough.

Those who wish can legally manipulate the gameplay to have settlements of 30 to 36 inhabitants. To do this, at the beginning of the game, pump up your charisma to 10, after the prologue, lower your charisma with “chic” and use the SPECIAL magazine! to raise it to 9. After a while, the effect of the drug will wear off, and the parameter will become equal to 11. Also find the bobblehead of the same name - and the character’s charisma is equal to 12.

Taking beer and drugs at the same time will sum up the charisma-increasing effect, while taking the same drugs or drinks will prolong the effect. Don’t forget about “addictol” or perks to protect against addictions.

Game mechanics of income and expenses from Fallout 4 settlements

Let's say right away that building and developing settlements in Fallout 4 is a long-term investment that will only pay off if you spend a lot of time in the game. For simplicity of calculation, we agree that each settlement has 20 inhabitants.

To answer the question of how to get rich from Fallout 4 settlements, you need to understand how the game mechanics of settlements and trading work in Fallout 4. There are different ways to earn income from a settlement:

  • construction of several stores for the sake of daily receipt of caps as a tax and own trade with their sellers;
  • farming watermelons with the help of settlers and selling them to Lucy from the Abernathy farm is a simple option without pitfalls, but requires additional time;
  • farming purified water in large quantities for subsequent sale is a classic option, which is not as simple as it seems;
  • waste collection by settlers at a special machine for its subsequent processing into basic resources;
  • starting from level 60-70, you can sell surplus goods that you will create yourself, having the necessary perks.

Now let's talk about expenses. As such, maintaining the settlement costs nothing; you will incur the main expenses during construction, since the missing resources (timber, iron, concrete, bolts, oil and others) will have to be purchased from suppliers. You can familiarize yourself with their list.

The mechanics of settlements are such that residents don’t care where or how they live. They only need a basic set of resources, which should be 1-2 points higher than their number:

  • Beds of any shape, but they must be under a roof;
  • food from the farm: each resident brings 6 units of food, which means 3-4 people are enough for 18-24 units of food. Brahmins can be used to generate surplus;
  • 20 points worth of water, which must be produced by a desalination plant or several large plants so that the excess can be sold;
  • and “defense points”, which must be at least three times the number of inhabitants.

Another characteristic that affects income is happiness. The higher it is, the more caps or junk the settlers will pay or mine. Usually, if the basic resources produced are higher than those consumed, then happiness is at around 76-80 points. Raising it to 100 is already more difficult - build enclosures with gorillas, more bars and hospitals, slot machines (do not require people to maintain them!), soda machines or afterpotters.

In addition, the more robots in a settlement, the less happy it is, but the easier it is to create trade lines, because if a robot is killed, you feel sorry for it, but a dead settler-trader will greatly and permanently reduce the level of happiness. We do not recommend using more than two robots in each settlement.

Making money from Fallout 4 stores

With 100% satisfaction of residents, in order to get 50 caps, it is enough to supply one store each of general goods (16), armor (18) and weapons (18) in their large version. In fact, you should be credited with 16+18+18=52 caps, but will only be given 50. These three types of stores bring in the most money, while the bar and fashion store only have 15 caps each, and the clinic has the least at 13 caps regardless of version.

Each trade point increases the mood of the residents by 1, except for the large bar and clinic - they increase by 2. You can use this if the happiness of the residents falls. In other situations, you can build more shops for only one purpose - to sell them water or other expensive goods, which we will talk about later.

The generation of caps does not depend on how many free or occupied residents a settlement has, whether it is connected to other settlements, or where it is located. The main thing is that it has more than 5 inhabitants. A settlement with 3 shops and 6 settlers will give the same amount of caps as a settlement with 15 shops and 36 settlers. Caps can be picked up from the workshop, submenu “Miscellaneous”:

Now let's do the math. A large store of weapons and armor cost 3,000 caps each, a large clinic - 1,800 caps, a large bar and a regular trading post - 1,500, and clothes - 1,000. Therefore, 3 large stores will cost 7,800 caps, at 100% level They will bring only 50 caps per day, which means that the construction of stores will pay off only after 156 game days!

You can build a medium weapon and armor store for 1,000 caps each, a large clinic and a large bar - and that will cost 5,300 caps. Then, at 83% satisfaction level, you can get 50 caps per day and this investment will pay off in 126 days. This is unacceptable since this period is approximately equal to the transit time all Fallout 4.

Therefore, you need to sell something in your stores. However, the developers from Bethesda understood that players would easily and simply break the balance of the Fallout 4 caps, and in this regard, they imposed a number of restrictions on trading, which can be briefly described as “It’s not as difficult to find water and other goods as to find a seller with lids”.

Firstly, all sellers of a given type of store have the same inventory. Shared inventory also means shared money. If you sold water to a weapons store for all the seller's money, then neither in a neighboring settlement, nor from a seller on the other side of the Commonwealth in exactly the same store there will be no money, moreover, it doesn’t matter whether it’s a small store or a large one - the level is ignored.

In this regard, it is unnecessary to build stores of all 6 types in each settlement; 3-4 of the most profitable ones will be enough. Only once you need to build 6 stores in one settlement - the most protected and strong one - in order to sell all the surplus collected resources at one point.

Keep in mind that the total inventory of sellers is restored in 48 game hours, and you can wait or sleep.

Secondly, the “Cap Collector” perk will allow you to invest 500 caps in any store, which in reality means a simple thing - the stock of caps in this store will increase by 500 forever. Simply put, by spending 3,000 caps to increase the cash in the pockets of the sellers of your 6 stores, the supply of caps will increase in all stores in all other settlements.

If a seller usually has 300-600 caps, then after investing you will get sellers with a stock of 800 - 1,100 caps. This action will save you from difficult searches for those sellers who still have money left.

Third, you can earn more caps when selling your goods with a high charisma score, pumped-up “Cap Collector” perks, the “Exchange” bobblehead and the “Tales of a Merchant from Junktown” magazine. Accordingly, more inventory can be saved for sellers in Diamond City, Vault 81, Good Neighbor, and Bunker Hill.

Fourth, merchant settlers give a friendship discount only after completing quests for the settlement, so complete such quests.

How to make money selling watermelons in Fallout 4

This option does not require any special perks or rare resources; it is simple and suitable for the very beginning of the game. Its disadvantage is the monotony of the farming process.

At the beginning of the game, Preston Garvey will send you to Abernethy Farm, where you need to complete five quests. As soon as possible, negotiate with Lucy Abernethy to sell her your watermelons, for each she will give 3 caps, but you can convince her to buy 5 caps.

The point is that Lucy can buy as many watermelons as you have, even 1,000, she is not limited in money. The deal is valid until you turn in the “Reciprocal Favor” quest, but it’s better not to take it at all. If you have already passed it, then when you meet Lucy she will remind you about watermelons, but the required option will not appear in the dialogue with her.

All you have to do is grow watermelons - Sanctuary Hills is best suited for this - there is a lot of land there and it's not far to go. Place a large farm with 100-120 watermelons (10 people are needed to process them) or more and harvest every day. There are 4 other settlements in the Abernethy Farm area that can also grow watermelons.

Unlike water, watermelons respawn every 24 hours, you can sleep through the game day, quickly move to another location and return back to collect them - it will take about 10 minutes. Having pumped up settlements, it will not be difficult to sell 1,000 caps worth of watermelons per day.

Making money from purified water in Fallout 4

Purified water is an option to get rich, which has already become a classic, but it cannot be called fast and here’s why. Each can of clean water costs 10-12 caps; to obtain it in sufficient quantities, it is necessary to build industrial water treatment plants and medium-sized energy generators.

This will require the Science perk and rare components such as copper (80), bolts (90), gears (30) and oil (40) for 10 elements. It’s not a fact that your character will have all this at the very beginning.

Water is generated once per game day, and you must spend this time playing - waiting, sleeping or fast travel do not count. In a day, 10 installations will produce 280-290 cans of water, and a game day is 72 minutes of real time.

They can be sold to your merchants for 3,000 - 3,500 caps, but we remember that they will update their inventory in two days, so the excess water will have to be sold to merchants from the Commonwealth the next day. Therefore, there is no need to build more than 10 water purification installations - there will simply be no one to sell the surplus to anyone.

How to make money by selling goods in Fallout 4

In addition to these two trading options, at higher levels new types of goods appear that can be profitably sold, albeit irregularly.


We earn basic resources through settlements

The last way to get rich, albeit intangible, is by collecting garbage and recycling it into basic resources. To do this, in each settlement you need to build garbage sorting stations and add a resident to them:

If there are 20 residents in a settlement, then 10 of them can work at a garbage station, generating, depending on the level of happiness, from 17 to 20 units of garbage per day, what exactly this will be is determined by the game randomly. Moreover, each settlement will have its own set of junk - somewhere there is more plastic, metal, rubber or concrete, and there is a high chance of getting rare components, such as optical fiber or gears.

The bottom line is that in Fallout 4 you can build about 30 settlements, if you connect them together using trade routes, then you will have up to 600 pieces of garbage per day, and you can take it to your inventory from anywhere. Garbage is generated once per game day, and you must spend this time playing - waiting, sleeping or fast travel are not taken into account.

If you pay enough attention to settlements, then per day you can get more than 1,600 units of wood, 1,400 steel, 800 concrete and 50-200 units of rare resources from them. Add in 1,500 caps in store taxes and 3,000 caps in water sold, and life in Fallout 4 doesn't seem so bleak anymore.

Fallout 4 settlement expenses

We formulate earnings as the difference between income and expenses. We have sorted out the income, now we need to talk about what expenses will be on the settlements and how to minimize them.

Numbers are important to the game, but how you build your settlements is not really important to it. Consequently, you can and should save on settlement, especially if you are not one of the aesthetes who love ideal order and conditions close to reality.

What we propose is to build a large box of 3-4 floors of wood, 3 by 4 or 4 by 4 in size, which will fit all the residents, shops, generators, waste disposal stations, etc. Nearby, in a fenced perimeter with a separate entrance, place a vegetable garden and water installations.

Construction of a 3 by 3 box will cost approximately 600 wood and 150 steel:

The box is the easiest way to protect your settlers. The fact is that the settlement will be attacked periodically. This can happen no more than once a week with a probability of 2% multiplied by the amount of resources you contain in the settlement.

Free resources in the settlement workshop attract raiders, mutants, orcs and rust devils from the Automatron expansion. Even the Death Claw can look at the light. What you do with the surplus is up to you, sell it or hide it in a drawer, the game only takes into account what is in the workshop.

Usually around each settlement there are 2-3 enemy spawn points for attack, worse, in large settlements the game will spawn enemies right inside, between buildings and shops. Therefore, there is no need to build a defense and fence around the perimeter; it is easier to protect the main building.

Compact, high-altitude accommodation for residents, turrets that shoot through all key points and approaches, and the installation of only the most necessary - the house in the example is built from the most basic components, and all generators, a security post, shops, garbage collection stations and more are hidden inside, along with the beds .