Debug Text

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Link to TES4 Construction Set Wiki: Debug Text

Overview

When in console mode, use ToggleDebugText to turn the debug display on and off. You can jump to a particular page by using the SetDebugText command followed by the page's keyword. See SetDebugText for more detailed information and examples.

On screens with multiple pages, press the Page Up and Page Down buttons to scroll through them.

Keywords

Actor

This is the Actor info screen, most similar to screen nine in TES4. It works on the player or when another actor reference is selected. Unless otherwise specified, the value that appears behind each of these is of the form: [float]/[int] (T, D, P).

  • ACTOR INFO: [Actor name]
  • ATTRIBUTES
    • Strength
    • Perception
    • Endurance
    • Charisma
    • Intelligence
    • Agility
    • Luck
    • ActionPoints
    • CarryWeight
    • CritChance
    • HealRate
    • Health
    • MeleeDamage
    • DamageResist
    • PoisonResist
    • RadResist
    • SpeedMult
    • Fatigue
    • Karma
    • XP
    • PerceptionCondition
    • EnduranceCondition
    • LeftAttackCondition
    • RightAttackCondition
    • LeftMobilityCondition
    • RightMobilityCondition
    • BrainCondition
  • SKILLS
    • Barter
    • BigGuns
    • EnergyWeapons
    • Explosives
    • Lockpick
    • Medicine
    • MeleeWeapons
    • Repair
    • Science
    • SmallGuns
    • Sneak
    • Speed
    • Throwing
    • Unarmed
  • OTHER ACTOR VALUES [IN MIDDLE COLUMN]
    • InventoryWeight
    • Invisibility
    • NightEye
    • FireResist
    • RadiationRank
    • ExplodeChanceBonus
  • GUN SKILLS
    • GunSkillActor: [float]
    • GunSkillActor: [float]
    • GunSkillHUD: [float]
    • Gun Spread (Min/Current): [float]/[float] Note: This appears when gun is equipped
    • Autofire: [Yes/No]
  • AI ATTRIBUTES & MISC
    • Agression
    • Confidence
    • Energy
    • Responsibility
    • Mood
  • OTHER ACTOR VALUES [IN RIGHT COLUMN]
    • Paralysis
    • Chameleon
    • DetectLifeRange
    • WaterBreathing
    • DismemberChanceBonus
  • [RIGHT COLUMN AT BOTTOM]
    • Ragdoll Animation System: [Off/On]
    • LookIK: [Off/On]
    • FootIK: [Off/On]
    • GrabIK: [Off/On]

AITasks

  • AI Run time [multithreading setting]
  • Frames recorded: [int]

The following are all followed by average, min and max time values (in ms).

  • A. AI (total)
  • B. Detection
  • C. Packages
  • D. Animation
  • E. Actor Update
  • F. Actor Scripts
  • G. Movement

A graph appears below the values with letters matching the seven bulleted above (A-G).

Animation

This screen displays animation data, most similar to screen one in TES4. It works on both the player and an actor reference.

Player selected

  • [actor name]
  • Run <[string], ACTION-> [string]> HK_STATE-> [string] Note: Walk could appear in place of Run when applicable. The section in <> brackets displays during player action.
  • BoneLOD [int] of [int]
  • 1st Person
    • Idle -> //[Anim Type], Count: [int]
    • Movement -> //[Anim Type], Count: [int] Note: This appears when not idle
    • Weapon -> //[Anim Type], Count: [int] Note: This appears when applicable
    • time [float] move [float] attack [float] speed [int]/[int] delta [float]
    • [path to Animation] time [float]/[float] state [string] weight [float] Note: This line will repeat when character is not idle
  • 3rd Person
    • Idle -> //[Anim Type], Count: [int]
    • Movement -> //[Anim Type], Count: [int] Note: This appears when not idle
    • Weapon -> //[Anim Type], Count: [int] Note: This appears when applicable
    • WeaponUp -> //[Anim Type], Count: [int] Note: This appears when applicable
    • WeaponDown -> //[Anim Type], Count: [int] Note: This appears when applicable
    • SpecialIdle -> //[Anim Type], Count: [int] Note: This appears when applicable
    • time [float] move [float] attack [float] speed [int]/[int] delta [float]
    • [path to Animation] time [float]/[float] state [string] weight [float] Note: This line will repeat when character is not idle

Non-player Character selected

  • [actor name]
  • Walk <[string], ACTION-> [string]> HK_STATE-> [string] Note: Run can appear in place of walk when applicable. The section in <> brackets displays during movement.
  • BoneLOD [int] of [int]
  • Idle -> //[Anim Type], Count: [int]
  • SpecialIdle -> //[Anim Type], Count: [int] Note: This appears when applicable
  • Movement -> //[Anim Type], Count: [int] Note: This appears when not idle
  • time [float] move [float] attack [float] speed [int]/[int] delta [float]
  • [path to Animation] time [float]/[float] state [string] weight [float] Note: This line will repeat when character is not idle

Audio

This is the audio info page, most similar to screen eleven in TES4.


[RIGHT SIDE AT TOP]

  • Master Volume: [float]
  • Effect Volume: [float]
  • Foot Volume: [float]
  • Voice Volume: [float]
  • Music Volume: [float]


[MAIN BODY]

ID IsPlaying?
[int] [path] [Play] [Dist:[float]] [[int]/[int]] [Additional information]


[LEFT SIDE AT TOP]

  • Page [int] of [int]
  • Page [int]


Currently, there are seven screens to page through. The first displays all audio, and the remaining pages filter to one type of audio data:

  1. 3D only
  2. 2D only
  3. Voices only
  4. Footsteps only
  5. System only
  6. Region only

BackgroundLoad

This screen has 2 pages. On both pages the following is displayed in the upper right:

  • Queued ID Task Count: [int]
  • Queued Reference Count: [int]
  • Total Task Count: [int]

On page 2, lines with the following format appear:

  • Priority [int] - Textures: [int] Meshes: [int] Misc: [int]

Combat

This is the combat info debug screen, most similar to screen six in TES4. This displays information for both the player character and when a non-player character is selected. The following lines always appear at the top:

  • COMBAT INFO: [int] actors in combat with PC [int] in combat total
  • [Actor name] [address]


Player selected

  • Current ref is the player -- no combat info to display.
  • SPEEDS: Walk: [float] Run: [float] Swim: [float] SwimFast: [float] Fly: [float]
  • High Process Actors targeting the player

[Actor names appear here when applicable]

  • Middle High Process Actors targeting the player

[Actor names appear here when applicable]

  • Middle Low Process Actors targeting the player

[Actor names appear here when applicable]

  • Low Process Actors targeting the player

[Actor names appear here when applicable]


Non-player Character selected

  • Location: [float, float, float]
  • Health: [float]/[int]
  • Weapon Condition: [Percentage] Ammo Clip: [Percentage]
  • Target: [string]
  • Target Location: [float, float, float]
  • Distance: [float]
  • Cannot see target (Last seen [time in ms]) Note: This appears when applicable
  • Detection: [int] Last: [time in seconds]
  • Action Procedure: [string]
  • Maneuver: [string] [float]/[float]
  • Melee: [string]
  • Background Procedure 1: [string]
  • Combat Plan: [string]

CombatStyle

Destruction

ExteriorLoader

Magic

MemHeaps

NPCAI

Obstacles

ParticleSystem

Pathing

Timing

Player

RenderedTexture

Renderer

SaveGame

ScriptProfiler

Texture

VATS

FPS only / Minimal Display

This can only be accessed by using the Scroll Lock key. It appears right after the VATS screen.