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Dank Rafft

Uploaded by

DankRafft

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Safe to use

About this mod

Set up hotkeys via MCM that allow you to create standard saves, use items, wait anywhere, execute console commands or custom functions.

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<<< FEATURES >>>

Configure several hotkeys via MCM that allow you to create standard saves (including Survival mode), use items, execute console commands or custom functions. Refer to the images above to see the available options.

Beyond the God Mode hotkey, I won't implement any additional cheat functions. Hotkeys for other mods are ruled out as well. Feel free to suggest any other hotkey you'd like to see included via the posts section.

Important: Don't bind hotkeys to keys you'd normally use while typing (e.g. letters and numbers). Either use key combinations (like CTRL+X) or others to prevent those functions from getting executed while you try to rename an item or use another mod with a user dialogue form.


<<< BATCH FILE HOTKEYS >>>

In order to utilise the batch file hotkeys either install the empty templates from the FOMOD installer or create those files in your Fallout 4 folder (FO4 Root or \Data\). If you go for the latter then create new TXT files and name them HotkeyBatchHotkeyBatch2, HotkeyBatch3, HotkeyBatch4 and HotkeyBatch5 - for batch hotkeys 1-5 respectively. Then open them with a text editor and add any command you want to get executed with the corresponding hotkey. An extensive list of commands can be found here: Fallout 4 console commands. Make sure to separate each command by a line break. Something like this:
player.additem 00000000 10
ToggleGrass
ToggleSky
etc.


<<< F.A.Q. >>>

Can I update the mod mid-playthrough?
Yes, updates in a running play-through are possible and recommended unless the changelog specifically says otherwise. So, for your own good, form a habit of reading Patch Notes / Change Logs before updating any mod. That saves you from a lot of trouble in the long term.

How do I update the mod?
The same way as any other mod. Your mod manager (usually Vortex or Mod Organizer 2) can update mods automatically. In addition to that make sure to read the changelog before you update. In some rare cases updates in an already running play-through should be done with caution. There is a warning in the changelog when that case applies.
If you're managing your mods manually then simply override the files of the previous version with the new ones but I won't provide any support in that case.

Is it safe to uninstall the mod mid-playthrough?
The following part is entirely about mods that come with an engine plugin (ESM/ESP/ESL) and/or Papyrus scripts. You can safely uninstall mods that solely consist of textures, models, animations and the like.
Yes, it is safe if you revert back to a save file that existed before you installed this mod. The only other 100% safe method is to start a new playthrough. Other than that the engine doesn't support uninstalling mods mid-playthrough. That is why the game will show a warning when you try to load a save with a mod plugin missing that got baked into your save. Bethesda devs also made clear statements in that regard, that it is never safe to uninstall a mod mid-playthrough. Doing so regardless is considered bad practice. Installing a mod almost always modifies some things in your save and you can't revert that without going back to a state (save) before installing the mod in question. And there's nobody who can predict what will result from doing it anyway.
That's all I have to say in that regard. I won't provide a simple Yes or NO for that method. Make your decision based on the information provided or do your own research. It is your responsibility to deal with problems that may arise from uninstalling mods. I don't want to see any comments with users crying that something broke in their game and they lost hours of progress.


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