All The Outer Worlds 2 console commands and cheats

Discover what you need to do to access The Outer Worlds 2 console commands, and use our extensive list of commands and cheats to do anything you want.

Want to use The Outer Worlds 2 console commands? No matter how good the RPG is, there comes a point where you'll feel the urge to use console commands to aid you in some way. The console can be used to get out of tricky situations, fix game-breaking problems, and, for most people, gain access to anything in the game at the press of a button.

The only issue is that The Outer Worlds 2 console has been locked by the developers. Fortunately, using our handy best Outer Worlds 2 mods guide, you don't have to worry about anything restricting your access. Once you have the correct mod installed, you can use all the Outer Worlds 2 console commands you can come up with, helping you breeze through the quest list without ever skipping a beat.

How to unlock the Outer Worlds 2 console

Unlike most games, you can't just press the tilde key and open up the console like usual due to the block in place. To fix this, you just need to download the Console Enabler mod from KeinZantezuken. We've only tested this using the Steam version, but our steps should also work on the Game Pass version when that releases.

Here's what you need to do to install the Outer Worlds 2 console commands mod:

  • Download the mod from Nexus Mods.
  • On Steam, go to your library, right-click on the game, go to 'Manage', then 'Browse Local Files' to find your Outer Worlds 2 directory.
  • Create a folder called 'Mods' inside 'TheOuterWorlds2\Arkansas\Content\Paks\'
  • Extract the files into your new mods folder.

How to use the Outer Worlds 2 console commands

Now that you've got your mods folder set up with the console enabler files in place, you're ready to start using console commands in The Outer Worlds 2. Simply launch the game and once you've loaded your save, hit the tilde key to open up the console.

From here, you're able to type in any of the commands we've listed in this guide. You will see two versions of the console when you hit the tilde key. The first is a miniaturized version that doesn't include a log of anything previously loaded or typed, and the second includes a detailed log.

The best Outer Worlds 2 console commands

The mod also includes a cheats archive file, containing all The Outer Worlds 2 console commands. There are literally hundreds to wade through, so we've picked out some of the best ones to get you started.

Here are the best Outer Worlds 2 console commands:

  • RespecSkillPoints (respec your skill points)
  • RespecPerks True (respect your perks)
  • TraitAddDebug BrilliantTrait (add a trait)
  • TraitRemoveDebug ResilientTrait (remove a trait)
  • FlawAddDebug Flaw_Sys_EasilyDistracted (add a flaw)
  • FlawOfferDebug Flaw_Sys_EasilyDistracted (receive the pop-up for a flaw)
  • FlawClearDebug Flaw_Sys_EasilyDistracted (remove a flaw)
  • PerkPurchase Perk_Player_Bulletshield (add a perk)
  • RemovePerk Perk_Player_Bulletshield (remove a perk)
  • SetAptitudeDebug ExConvict (change your background)
  • AddItemDebug name amount (add an item)
  • AddItemDebug Collectible_ED_LockboxKey 1 (add Advanced Decryption Key)

Combat and Weapons commands

  • Combat.AllowAsyncRadialTraces: 0/1 - Default is ENABLED (1)
  • Combat.AllowAsyncShots: 0/1 - Default is ENABLED (1)
  • Combat.AverageDamage: Damage will be BaseDamage + (DamageRange * 0.5f) every shot.
  • Combat.CritAlways: Attacks will always be critical hits. Overrides Combat.CritNever.
  • Combat.CritNever: Attacks can never be critical hits. Overridden by Combat.CritAlways.
  • Combat.DamageCollisionDebug: Draw overlap spheres and collision line tests when testing radial damage.
  • Combat.DebugInstanceHitTraces: Controls how long debug lines for instance hit traces are drawn after the shot. 0 = no lines.
  • Combat.DoTCalculation: Outputs damage amount calculation.
  • Combat.ForceKillCam: Forces the kill camera on every kill
  • Combat.IgnoreArmor: Ignore armor when calculating damage
  • Combat.IgnoreKillCamCooldown: Ignores kill cam cooldown
  • Combat.InfiniteAmmo: Infinite ammo from inventory (still reloads)
  • Combat.InfiniteMag: Ammo will not be consumed on shot
  • Combat.MaxMagazineRecoilDataShotIndex: Maximum supported shot index for pre-calculated magazine recoil data
  • Combat.MaxShotsPerFrameMultishot: Number of shots a multishot weapon can run per frame
  • Combat.MaxWeaponsFired: 1-999, default 10
  • Combat.MinMeleeDamagePercent: Minimum damage of a melee weapon
  • Combat.NoDamage: Neither player nor enemies will cause damage
  • Combat.NoKillCam: Disables the kill camera
  • Combat.OnHitAlwaysCastSpell: OnHit spells will be cast every hit
  • Combat.OneShotKills: Players will one shot enemies
  • Combat.PerBulletWizz: AI bullet stimulus per bullet or longest trace
  • Combat.ProjectileLauncherPrespawnProjectilePool: Prespawn projectile pool if true
  • Combat.ProjectileLauncherProjectilePoolDesiredFreeActors: Desired free actors for projectile pool
  • Combat.ProjectileLauncherProjectilePoolMax: Max pool size for projectile launcher
  • Combat.Recoil.LiveData: Use cached recoil data (0) or parse live (1)
  • Combat.ReloadLog: Logs start and end times of reloading
  • Combat.TimeDilationInfinite: Time dilation meter will never drain
  • Combat.Tunables.BloomDecayTime: Replaces player's bloom decay time if set
  • Combat.Tunables.BloomMax: Replaces player's max bloom if set
  • Combat.Tunables.BloomPerShotPercent: Replaces player's bloom per shot % if set
  • Combat.Tunables.BloomReturnDelay: Replaces player's bloom return delay if set
  • Combat.Tunables.RechamberADSTime: Set ADS rechamber time for ranged weapons
  • Combat.Tunables.RechamberTime: Set rechamber time for ranged weapons
  • Combat.Tunables.ReloadTime: Set reload time for player weapons
  • Combat.Tunables.ShotTime: Set shot time for player ranged weapons
  • Combat.Tunables.Spread: Replace starting spread degrees if set
  • Combat.WeaponPrespawnProjectilePool: Prespawn projectile pool for weapons if true
  • Combat.WeaponProjectilePoolDesiredFreePerShotMultiplier: Desired free actor amount * ShotsPerShot
  • Combat.WeaponProjectilePoolMaxPerShotMultiplier: Max pool size * ShotsPerShot
  • CombatLog.Armor: Shows armor details
  • CombatLog.DTDR: Shows DT/DR calculations
  • CombatLog.Damage: Shows crit rolls and damage values
  • Melee.AnimSpeed: Set animation speed scalar
  • Melee.DrawCollision: Render melee collision
  • Melee.RecoilDebug: Every swing will recoil
  • MeleeSlot.Debug: Toggle MeleeSlot debugging
  • QuickMelee.DrawCollision: Render quick melee collision
  • QuickMelee.StealthEnabled: Enable stealth quick melee

Movement commands

  • CharMovement.CrouchAreaForcePhase: Entering crouch areas overrides characters to 'Force' phase mode
  • a.PlayerP3P.CrouchAlwaysCombatPose: 1 = combat pose while crouched, 0 = no
  • a.PlayerP3P.GunPointIK: 1 = enable IK for gun pointing, 0 = disable
  • a.PlayerP3P.GunPointSmooth: 1 = smooth gun pointing IK, 0 = disable
  • a.PlayerP3P.PointAtAimTarget: 1 = point at targets within MaxPointingDistance, 0 = TargetlessDistance
  • a.PlayerP3P.RootMotionEnabled: 1 = enable root motion, 0 = disable
  • SlideEnabled: Whether the player can slide or not
  • SlideAttackEnabled: Whether the player can shoot/melee while sliding
  • Stamina.Infinite: Never consume stamina
  • Stamina.NoRegen: Stamina will not regen over time
  • SetPlayerMaxParkourDistance
  • SetPlayerParkourClimbUpHeightMax

Camera and Cinematics commands

  • NonCombatCameraForwardMovement.Enable: If set to 1 the player will always face the camera forward while moving while in non-combat.
  • TPVCamera.DebugOffset: Multiplier for the distance between the the regular camera position and the debug camera position
  • TPVCamera.EnableAsyncWhiskerTraces: When enabled, whisker traces will be performed asynchronously
  • TPVCamera.EnableDebugOffset: When enabled an additional offset will be added to the camera. Offset distance can be adjusted by changing TPVDebugOffset
  • TPVCamera.EnableWhiskers: When enabled a whisker trace will be performed
  • TPVCamera.Profile: When true, displays the current TPV camera profile and its context.
  • TPVCamera.ShowYawOffsetDebug: When true yaw offset debug info will be displayed
  • TPVCamera.Whiskers.ForceInvisibleDistToCamera: If the dithered character is < this distance from the camera make them invisible. Negative values disable this feature.
  • TPVCamera.Whiskers.MinimumOpacityCombat: Minimum opacity for dithered characters when player is in combat
  • TPVCamera.Whiskers.OffsetHoldDuration: Controls duration of the delay before the camera returns to normal offset after hold
  • TPVCamera.Whiskers.OffsetLerpSpeed: Controls how fast the camera moves to a new offset
  • TPVCamera.Whiskers.ReleaseHoldLerpSpeed: Controls the speed in which the camera returns to normal offset after hold
  • TPVCamera.Whiskers.UseDynamicGeoDithering: Controls whether or not we dither characters that would occlude the player
  • TPVCamera.Whiskers.WhiskerRingSpread: Controls the redius of the whisker rings. Greater numbers mean a wider spread
  • TPVCamera.Whiskers.WhiskersNumRings: The number of whisker rings
  • TPVCamera.Whiskers.WhiskersPerRing: The number of whiskers to trace per ring
  • TPVCamera.Whiskers.WhiskersScale: Increases or decreases the magnitude of camera movement when whiskers get a hit
  • TPVCamera.Whiskers.bOnlyDitherCameraDuringCombat: When true characters near the player character will no longer be dithered. Only Characters closer than CameraIgnoreDistance will be dithered
  • TPVCamera.Whiskers.bUseForcedFPV: When true Whiskers will force FPV when the camera is pulled in far enough
  • OEI.Cinematics.FoVResolution: Changes how FOV is resolved in cinematic targetting. 0: As tight as possible. 1: Resolve from near plane with centered focal distance. 2: Resolve from far plane with centered focal distance. 3: Iterative f-stop expansion with derived focal distance.
  • OEI.Cinematics.FoVResolutionIterations: The number of iterations taken to dial in f-stop & focal distance.
  • OEI.Cinematics.FramingAdjustment: If enabled, the framing system will attempt to rotate the camera to fit additional target boxes in frame if their ideal screen space framing would push the target(s) outside the edge of the frame. <=0: No adjustments. 1: Framing will be adjusted (default).
  • OEI.Cinematics.FramingPrecision: The number of iterations used to determine the best fit
  • OEI.Cinematics.PlayerCameraControl: Defines whether or not the player camera can be controlled by the cinematic camera system. <=0: Cinematic player camera control will be disabled. 1: Cinematic player camera control will be enabled (default).
  • OEI.Cinematics.ShowFramingTargetRange: If enabled, the framing system's debug view will display the allowed range for each target. <=0: Off (default). 1: Range will be visible.
  • OEI.Cinematics.StageCameras: Defines whether or not cameras built into a stage will be used. false: Stage cameras will be disabled. true: Stage cameras will be used normally (default).

UI and Save Game commands

  • Companion.DebugFollow
  • Conversation.AdjustCompanionMarksToPlayerPosition: > 0: When entering a conversation, adjusts the stage markers of the companions to be relative to where the player is.
  • Conversation.AttachCameraToPlayerSocket: > 0: When entering a conversation, adjusts the camera to the location of the specified socket on the player's skeleton.
  • Conversation.KeepProxyOrientationWhenEnteringConversation: 0 - will use stagemark rotation immediately, (default), 1 - Will keep the proxy orientation
  • Conversation.RadioSubtitleTest: Set to 1 to test radio subtitle changes for AR-75331
  • Conversation.SkipProxyExitWarp: 0 - Will always warp, (default), 1 - Don't do a warp, just play the montage
  • Conversation.SpeakingCompanionsMoveForward: > 0: Companions will move towards the conversation owner when they are speaking or are soon going to speak for better conversation framing.
  • Conversation.ThirdPersonPlayerMesh: > 0: Enables third person player mesh during conversations during gameplay and conversation mode in editor.
  • oei.DrawConversationLightingRigDebug: Set to 1 in order to draw debug information about active conversation lighting rigs on screen.
  • oei.Language: Sets the 4 character language/region to use for displaying text. Example: oei.Language enus. enus (English US), engb (English UK), esmx (Spanish MX)
  • oei.LoadSaveFile: Attempts to load the save file with a given filename. Example: oei.LoadSaveFile autosave
  • oei.PauseGameCalendarDuringConversations: When enabled, the game calendar time will be paused during conversations
  • oei.PlayEquipAnimOnConversationEnd: 0: Weapon is immediately equipped. 1: Equip anim is used
  • Loot.PlayerLevels: Shows the player's level and the loot level used to generate loot.
  • Loot.ShowTable: Shows what loot tables are in this inventory.
  • SaveGameManager.AutosavesEnabled: Controls whether or not autosaves (of any type) are enabled
  • SaveGameManager.DebugFrequentAutosaves: A debug mode that makes autosaves very frequent
  • SaveGameManager.DestroyIndianaCharacters: Controls whether the save game manager is allowed to destroy indiana characters
  • SaveGameManager.DisableStateSerialization: If enabled all worlds will be considered invalid for save/load and will therefore not save/load state
  • SaveGameManager.ForceSaveSize: When generating a save if the size of it is smaller than this size (in bytes) it will be padded to this size with an extra file. Note that this file is never removed by the save process!
  • SaveGameManager.GameStateMetadataEnabled: Controls whether or not the general metadata file also serializes its FGameStateMetadata struct member variable.
  • SaveGameManager.MinActorsToParallelize: The minimum amount of actors we need to save at once in order to try to parallelize the work- if we try to save fewer actors than this at once it will just run single threaded to avoid syncronization overhead. 0 always enables, negative numbers disable.
  • SaveGameManager.SpawnTimeLimit: Per frame the time limit (ms) for the save game manager kicking off deferred spawns
  • UI.Downed.AllowTempResurrect: Allows Temp Resurrect to appear in the Downed/Death menu even in packaged builds.
  • UI.EnableNameFilter: If set, named will be run through PD provided name filter asset.
  • UI.EnableOnScreenFocusInfo: If true information about the currently focused widget will be displayed on screen (note, this can severely impact performance).
  • UI.ExpensiveTextureCount: Determines the number of UI textures we display when over UI texture budget.
  • UI.ForceSkipShaderCompilation: Workaround CVar to force Compilation to auto-skip on Init. In case some mechanism prevents it from completing as desired.
  • UI.IndicatorRatio: Percentage of Viewport the HUD Indicators will center on
  • UI.Inventory.ColoredCategories: Applies unique colors to inventory category pages for debugging.
  • UI.LogAudioCueEnum: Will now enable logging of the specific Audio Event called when invoking PlaySoundForEvent.
  • UI.MemoryUsageWarningLimit: The memory limit for UI usage - Set UIShowExpensiveTextures to 1 to display expensive textures.
  • UI.Minimap.ClusterHeightColors: Lightens fuzzy hostile clusters above the player, and darkens them below the player.
  • UI.Minimap.ShowClusterHeights: Lightens fuzzy hostile clusters above the player, and darkens them below the player.
  • UI.MinimapShroud: 0 = off, 1 = on
  • UI.RenderTransitionDelayFrames: How many frames should be waited between disabling/enabling world renders/actor stages- prevents overlap from render target allocations causing memory spikes
  • UI.ShowExpensiveTextures: If true, the most expensive UI textures will be output when over UI texture budget - Use UIExpensiveTextureCount to set the number of displayed textures.
  • UI.StatusTagSetting: 0 = Comfortable distance from reticle, 1 = Anchored from top compass element, 2 = Moving based on distance

Miscellaneous commands

  • Cover.StepOutRand: Cover.StepOutRand - how much randomness to add to cover step out
  • CoverGrass.FadeDepthRange: IAmNoRealVariable
  • CoverGrass.FadeMinAlpha: IAmNoRealVariable
  • CoverLean.DrawCoverActors: If true then cover lean will be shown
  • CoverLean.DrawCoverImpacts: If true then draw impact locations
  • CoverLean.DrawLines: If true then cover lean ray traces will be shown
  • CoverLean.Enable: If non-zero then the player will attempt to snap to cover
  • CoverLean.RotatePlayer: If true then the cover will attempt to rotate the player WIP
  • OEI.Chatter.Debug: OEI.Chatter.Debug < 1 (On) / 0 (Off) >
  • OEI.Chatter.Trace: OEI.Chatter.Trace < 1 (On) / 0 (Off) >
  • OEICrowd.CrowdDetailLevel: The maximum number of crowd characters that are moving at once.
  • OEICrowd.Disable: Turn on to disable the crowdsystem for next map load.
  • OEICrowd.DisableMoverWaiting: Turn on to disable waiting in a proxy to ensure we hammer on all moving related work.
  • OEICrowd.ForceGameThread: Turn on to disable the crowdsystem ticking characters on worker threads.
  • OEICrowd.ForceWorkerThread: Turn on to try to force the crowdsystem ticking characters to only run on worker threads.
  • OEICrowd.LogAnimProxyWeight: Turn on to log the weights of the anim proxies.
  • OEICrowd.MaxAnimProxyVisiblityTestsPerTick: The maximum number of async anim proxy visiblity tests we can kick off for non-rendered anim proxies each tick
  • OEICrowd.MergeAnimProxyFillers: Merge crowd characters in anim proxies.
  • OEICrowd.OptimizeMovement: Enables crowd movement optimizations.
  • OEICrowd.PathingTimeLimit: Sets the max amount of time to spend incrementally work on pathing
  • OEICrowd.TimeToWaitBetweenForcingCharactersToMoveMax: Sets the amount of time to wait between forcing characters to move
  • OEICrowd.TimeToWaitBetweenForcingCharactersToMoveMin: Sets the amount of time to wait between forcing characters to move
  • OEITickManager.ForceSingleThreadPriorityUpdates: Forces all priority updating to be done on a single thread (not nessecarily the game thread), even if a tick set states it can be parallelfor-ed.
  • OEITickManager.ForceSingleThreadTicks: Forces all ticks to be done on a single thread (not nessecarily the game thread), even if a tick set states it can be parallelfor-ed.
  • OEITickManager.MultithreadUpdateFrameInfo: If true updating frame counts and cumulative DTs for objects in each tick set will use a parallel for instead of being done on a single thread.
  • OEITickManager.OverrideBudgetScale: If greater than 0 this value will be used for budget scaling, regardless of any calculated/provided budget scaling.
  • OEITickManager.OverrideJobsToKickWhenTimeBudgeted: If non-zero we will kick this many jobs when doing multi-threaded time budgeted ticks, if this is zero we will kick as many jobs as we have workers.
  • OEIWwise.VolumeRetriggerComponent.Debug: Enable debug drawing for the OEIWwiseVolumeRetriggerComponent.
  • OEIWwiseAudioRetrievalSubsystem.DebugDraw: Enable Debug Drawing for the OEIWwiseAudioRetrievalSubsystem
  • r.Foreground.FOV: FOV (in degrees) for weapon FOV
  • r.WeaponFOV.DepthScale: Depth scale used for weapon FOV
  • Core.bFastDecimalFormatLargeFloatSupport: True implies we perform additional processing for floating point types over 9223372036854775807 to prevent clipping to this value.

Those are all The Outer Worlds 2 console commands and cheats to shape the world as you want. While you're here, read our companions guide to find out who you can recruit to your party in the space game.