Tes5Mod:Actor Value Indices
Actor Value Indices are the numerical values used in the game data to refer to a wide range of attributes, skills, and effects that can be relevant to any actor (e.g., the player, NPCs, or creatures). The names of the actor values can generally be used in the console as part of various console commands. In general, they also each correspond to an AVIF record in the game data.
Actor Value Codes
Note that all enumerations start at 0 (e.g., Aggression values are 0 (unaggressive) through 3 (frenzied)). Where two console names are listed, the first is the name used in the Console; the second is the name found in the AVIF record in the game data (but prepended with "AV"). FormID values with an asterisk no longer appear in the game data, but can still be found in the Creation Kit with that FormID, either in the Actor Values list or by searching on the FormID.
|Index||Console Name||Type||Effect||AVIF FormID|
|0||Aggression||AI||Enum: Unaggressive (does not initiate combat), Aggressive (attacks Enemies), Very Aggressive (attacks Enemies and Neutrals), Frenzied (attacks anyone). (0-3)||0x000004B0|
|1||Confidence||AI||Willingness to fight, based on their strength vs the attacker's strength. Enum: Cowardly (always flee), Cautious, Average, Brave, Foolhardy (never flee). (0-4)||0x000004B1|
|2||Energy||AI||Used by sandbox AI to determine how often to perform a different sandbox behaviour. (%)||0x000004B2|
|3||Morality||AI||Will this Follower comply when the player asks him/her to perform a crime? Enum: Any Crime, Violence Against Enemies, Property Crime Only, No Crime (0-3)||0x000004B3|
|4||Mood||AI||Unused. Enum: Neutral, Angry, Fear, Happy, Sad, Surprised, Puzzled, Disgusted||0x000004B4|
|5||Assistance||AI||Will this actor feel compelled to help others in combat? Enum: Helps Nobody, Helps Allies, Helps Friends and Allies||0x000004B5|
|24||Health||Attribute||Actual Current and Maximum Health, 0 results in death||0x000003E8|
|25||Magicka||Attribute||Actual Current and Maximum Magicka, can not be lower than 0||0x000003E9|
|26||Stamina||Attribute||Actual Current and Maximum Stamina, can not be lower than 0||0x000003EA|
|27||HealRate||Mult||Percentage of max health to regenerate per second (default 0.7 for each player race).||0x000003EB|
|28||MagickaRate||Mult||Percentage of max magicka to regenerate per second (default 3.0 for each player race).||0x000003EC|
|29||StaminaRate||Mult||Percentage of max stamina to regenerate per second (default 5.0 for each player race).||0x000003ED|
|30||SpeedMult||Mult||Movement speed percentage (default 100). (%)||0x000003EE|
|31||InventoryWeight||Stat||Collective weight of everything in your inventory.||0x000003EF|
|32||CarryWeight||Stat||Max points of weight you can carry without being forced to walk.||0x000003F0|
|33||CritChance||Stat||Your chance to score a critical hit; critical hit damage is based on weapon stats, but can be increased through perks. (%)||0x000003F1|
|34||MeleeDamage||Stat||Modifies the listed damage of your weapons (default 0). The modifier actually affects the damage display of the weapons in your inventory. (+points)||0x000003F2|
|35||UnarmedDamage||Stat||Modifies the damage of your fists. (+points)||0x000003F3|
|36||Mass||Stat||Hidden stat that affects staggering, etc.||0x000003F4|
|37||VoicePoints||Obsolete||Unknown, is supposedly related to a pool of points from which NPCs tap when shouting, but seems to be always 0 for NPCs and 100 for the player. Probably unused.||0x000003F5|
|38||VoiceRate||Obsolete||Unknown, is supposedly related to a pool of points from which NPCs tap when shouting. Seems to be always 5. Probably unused.||0x000003F6|
|39||DamageResist||Resist||Armor rating (points, not damage reduction %).||0x000005CE|
|44||MagicResist||Resist||Magic resistance (resistance against all types of damage as well as paralysis duration).||0x000005D3|
|45||DiseaseResist||Resist||Chance to not contract a disease.||0x000005D4|
|53||Paralysis||Status||When not 0, prevents movement and attacking.||0x000005DC|
|54||Invisibility||Status||When not 0, grants invisibility (not the associated visuals).||0x000005DD|
|55||NightEye||Obsolete?||Not actually used by the Night Eye effect.||0x000005DE|
|56||DetectLifeRange||Obsolete?||Werewolf version of Detect Life applies this to NPCs with a magnitude of 20; this is the only place where this is used.||0x000005DF|
|57||WaterBreathing||Status||When not 0, grants waterbreathing.||0x000005E0*|
|58||WaterWalking||Status||When not 0, grants waterwalking.||0x000005E1*|
|63||WardPower||Buffer||Absorbs incoming spell damage by subtracting the damage from itself, used in ward spells. Exists as a straight bonus on Spellbreaker, or "Accum. Magnitude" (charge-up) on wards.||0x000005E6*|
|64||RightItemCharge/EquippedItemCharge||Stat||The number of charges remaining in an item equipped in the right hand (i.e. enchanted weapons, magical staffs, etc.).||0x000005E7|
|65||ArmorPerks||Perk||Armor rating multiplier (default 0). (0.25 = +25% armor rating)||0x000005E8|
|67||WardDeflection||Obsolete?||Is 0 and does not seem to change when using wards.||0x000005EA*|
|68||Variable01||User-defined||See the Creation Kit Wiki.||0x000005EB|
|78||BowSpeedBonus||Perk||Slows time when zoomed in with a bow (1 = normal time, 0.5 = half speed).||0x000005F5|
|82||LeftItemCharge/EquippedStaffCharge||Stat||The number of charges remaining in an item equipped in the left hand (i.e. enchanted weapons, magical staffs, etc.).||0x000005F9|
|83||AbsorbChance||Stat||Chance to negate an incoming spell and grant magicka equal to its base casting cost. (%)||0x000005FA|
|84||Blindness||Stat||Affects this actor's ability to spot you while sneaking and out of combat (default 0). At maximum, you can only be detected by this actor through sound, but it does not work in combat. (%)||0x000005FB|
|85||WeaponSpeedMult||Mod||Weapon attack speed, Bow draw speed. (This is an odd modifier because the default is 0 and yet it is a multiplier, meaning 1 = 100%, 0.5 = 50%, 2 = 200% but 0 = also 100%)||0x000005FC|
|86||ShoutRecoveryMult||Mod||How much are you waiting for shout recovery. (1 = 100%, 0.5 = 50% of original time).||0x000005FD|
|87||BowStaggerBonus||Stat||Chance to stagger enemies with bow shots. (1 = Sets the stagger bonus for a heavy stagger no matter the bow's damage or how much the bow is drawn, 0.1 = a light stagger no matter the bow's damage or how much the bow's drawn. For example, if you spend a skill point on Power Shot in the Archery skill tree, it will add to the bonus.)||0x000005FE|
|88||Telekinesis||Status||Is set to 1 when the Telekinesis spell is equipped, otherwise 0. Responsible for toggling the UI to display the name and stats of distant items, as well as the ability to grab distant items with Telekinesis as opposed to being limited to pick-up range. Other values are the same as 1.||0x000005FF|
|92||MovementNoiseMult||Stat||Reduction in movement noise. (1 = no reduction, 0 = 100% reduction)||0x00000603|
|93||BypassVendorStolenCheck||Status||Sell stolen items to any vendor.||0x00000604|
|94||BypassVendorKeywordCheck||Status||Sell non-stolen items of any type to any vendor.||0x00000605|
|95||WaitingForPlayer||AI||Returns 1 if Follower is waiting for player.||0x00000606|
|114||OneHandedSkillAdvance||Exp||These values previously controlled the skill XP for each individual skill. As of Patch 1.9, they no longer serve that purpose and have no effect.||0x00000619|
|133||DragonSouls||Stat||Number of dragon souls available.||0x0000062C|
|134||CombatHealthRegenMult||Mult||How much faster you heal in combat. (Default is 0, but set to 0.7 = 70% of the normal heal rate by the player ability PCHealRateCombat)||0x0000062D|
|135||OneHandedPowerMod||Mod||Does not raise skill level but approximates its effects. ||0x0000062E|
|154||AttackDamageMult||Mult||Multiplier coefficient for all physical damage from weapons, fists, and bashing (1 = default, 2 = double damage, etc.). Affects weapon damage display in inventory screen.||0x00000641|
|155||HealRateMult/CombatHealthRegenMultMod||Mult||Health regen rate multiplier. Is affected by Regenerate Health (Default 100)||0x00000642|
|156||MagickaRateMult/CombatHealthRegenMultPowerMod||Mult||Magicka regen rate multiplier. Is affected by Regenerate Magicka (Default 100)||0x00000643|
|157||StaminaRateMult||Mult||Stamina regen rate multiplier. Is affected by Regenerate Stamina (Default 100)||0x00000644|
|160||GrabActorOffset||The distance in front of the caster where the target of Vampiric Grip is held. By default 0, but is set differently by Vampire Lord form.||0x00000647|
|161||Grabbed||Status||Does not seem to have any effect, may be used to determine which actor has been grabbed by Vampiric Grip.||0x00000648|
|163||ReflectDamage||Stat||Chance to reflect all incoming melee damage back to the attacker. Does not reduce the damage you take. (%)||0x0000064A|
Enchanting, Speechcraft via persuasion, LightArmor and HeavyArmor are an exception to this, those are directly modified by potions and enchantments, instead of their Mod or PowerMod equivalents.
Altering Skills or Attributes
To alter your skills or attributes the commands are:
player.setav <Actor_value Code> <Amount> player.modav <Actor_value code> <Amount> player.forceav <Actor_value code> <Amount>
Setav will set the actor value to the specified value. Modav will add (or subtract if negative) the specified value to the current value. Forceav will set the actor value to the specified value and it will not revert back after saving.
Viewing Skills or Attributes
To view your skills or attributes, the command is:
player.getav <Actor_value Code>
This is very helpful for reviewing changes you've made.
The following command will add 500 to the player's current (base) carrying capacity permanently, or until changed using another console command:
player.modav CarryWeight 500
The following command will set the player's (base) carrying capacity to 1000 until a save occurs (including any autosave or a reload caused by the player's death):
player.setav CarryWeight 1000
The following command will set the player's (base) carrying capacity to 1000 permanently, or until changed using another console command:
player.forceav CarryWeight 1000
"Base" as used here, means the unmodified value. So, for example, if your current carrying capacity is 325, and you are wearing a necklace that increases the value by 25, then your "base" carrying capacity is 300, and the console command
player.modav CarryWeight 500 will set the value to 825 [300 (current base value)] + [25 (in-game modifier)] + [500 (console command effect)]. If you then unequip the necklace, the value will change to 800. If you level up and increase your stamina, the value will increase above the 800, etc.
The following commands will change a follower's Attack Damage Multiplier (also applies to most NPCs). This is useful for lowering a follower's attack damage when you have multiple followers, but don't want them doing all of the killing for you. The first command Picks the Reference ID of the NPC. The second command executes the stat change:
prid <RefID> forceav AttackDamageMult 0.5
___SkillAdvance values were disabled in Patch 1.9. Prior to that, they could be used to view or set your progress towards the next level of a skill. Viewing skill advancement was useful to figure out XP values for various skill uses, while setting them was useful in combination with other commands to advance beyond the level cap of 81.
For example, the following command would set the exact experience you would have in your Smithing skill to 0, also making the Smithing level 0:
player.setav SmithingSkillAdvance 0
The following command would set the exact experience you would have in your Smithing skill to 3746, also making the Smithing level 12:
player.setav SmithingSkillAdvance 3746
With the 1.9 patch, you can still achieve similar effects by using the
advskill command together with the
setav command, but it's a much less exact process. For example, to set your skill progress for the current level to 0, you would use
setav to decrease the relevant skill by one, then use
advskill in decreasing amounts to slowly advance your skill progress towards the next level until the skill goes up by one. Similarly, you can very roughly figure out how much skill XP a specific action is worth by saving your game, using the skill (or casting the spell) for a specific duration or a specific number of times, then noting how much progress you've made in the skill. After that, you would reload and use the
advskill command to determine how many skill points it takes to reach the same amount of progress.
Setting a skill to 0
After a skill goes legendary, the skill is set to 15 and the skill progress is set to 0. If you wish, you can set the skill to 0 using the following command (using smithing as an example).
player.setav smithing 0
Unlike patch 1.8 and older,
incpcs will work normally from that point.
Breaking the level cap (pre 1.9)
Prior to patch 1.9, console commands were commonly used to reset your character's skill experience in the event that you want to go beyond level 81 and gain additional perks.
player.setlevel 1 (optional) player.setav smithing 0 player.setav smithingskilladvance 0
These commands will set your level to 1, your smithing skill to 0, and would also reset your smithing level progress to 0. Resetting SmithingSkillAdvance to 0 was necessary because if you didn't, your smithing skill progress would actually still be at its previous level. So if, for example, you previously had a smithing skill of 56 and then set the skill to 0, the next time you leveled smithing, it would go to 57 instead of 1.
From this point, you can use the
advskill command to level rapidly, if you so desire, or just level normally.