Skyrim Mod talk:Actor Value Indices
Contents
- 1 Perk Ranks
- 2 Perk List
- 3 Other actor values
- 4 OneHandedMod
- 5 this page never shows up when i search for 'actor value indices'
- 6 Leveling Speed Variable?
- 7 confidence
- 8 CLARIFICATION
- 9 mood
- 10 Default Actor value Indices
- 11 Attributes could make a comeback through modding
- 12 Toggle/status
- 13 SetAV does not reset
- 14 Condition AVs (bottom of list)
- 15 WardPower
- 16 []powermod
- 17 Relect Damage - 100% effect not chance based
- 18 advSkill values post patch 1.9
- 19 The "Commands" Section is Wrong
Perk Ranks[edit]
Ok the different Perk ID's are all giving me rank one of that perk. How do I get a higher rank in the selected perk? — Unsigned comment by 67.142.166.26 (talk) at 05:40 on 12 November 2011
Perk List[edit]
dante? if you're not done yet here is the complete list perk list
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~Cancerous1*** — Unsigned comment by 184.17.170.86 (talk) at 06:51 on 12 November 2011
Other actor values[edit]
healrate - health regeneration rate magickarate - magicka regeneration rate staminarate - stamina regeneration rate carryweight - carry weight meleedamage - "bonus to melee damage" according to fall out 3 actor indices damageresist - damage resistance? speedmult - speed multiplier - how fast your character moves
- What about Spell Absorption? And what's the difference between "HealRate' and "HealRateMult", "StaminaRate" and "StaminaRateMult" etc. ? — Unsigned comment by 109.99.107.212 (talk) at 23:32 on 3 December 2011 (UTC)
- The difference between the HealRate and HealRateMult (and the other attributes) is that the Basic Rate value determines how much basic % of your maximum Health/Stamina/Magicka you regenerate per second. The in-game formula uses the maximum modified (by buffs, spells, diseases etc.) value and multiplies this value by 0.01 (dividing by 100). So a Healrate of 0.7 would mean you regenerate 0.7% of your health each second. However this value is then multiplied by the HealRateMult (or other Mult variable for the other attributes) again divided by 100. So a HealRateMult of 100 will mean you multiply this 0.7% regen/second with 100/100 =1. This results in a Health regen of 0.7% of current maximal health per second. If the HealRateMult is set to >100 the 0.7 % is multiplied by more than 1 and will result in a higher regeneration per second. It is also possible to set the HealRateMultiplier to <100 or <0. However 0 is the minimal value of this variable and means the actor WILL NOT regenerate any HP, even if the HealRate value is set to 100 (100% max health/second). This value can also be boosted by the Fortify Health Regen magic effect (or other corresponding magic effects). Interesting to note is that Health Regen in Combat makes use of another Actor Value namely the CombatHealthRegenMult instead of the HealRateMult. Magicka and Stamina do not use a different Multiplier for in Combat situations and thus will regenerate in the same way during intense combat as during idle adventuring. I did not test if negative HealRate, StaminaRate or MagickaRate values are possible, I think not but if it is, it might mean you can let creatures degenerate health in order to kill them using these actor value variables.Unclejack (talk) 00:00, 4 July 2013 (GMT)
OneHandedMod[edit]
The xxxMod values are for items that do a % increase, for instance, OneHandedMod of 40 is like a Ring of Peerless Wielding.
this page never shows up when i search for 'actor value indices'[edit]
the tes4 ones do idk why this one doesn't - always have to go through console — Unsigned comment by Themendios (talk • contribs) at 17:13 on 16 December 2011
- You're right, Tes5Mod pages aren't showing up in search results at all, even when it's selected. I'll let the Admins know. – Robin Hood↝talk 00:15, 12 January 2012 (UTC)
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- Apparently it's the word "value" that's the problem, not Tes5Mod space. See the discussion here. If you just search for "actor indices", you'll be fine. – Robin Hood↝talk 03:11, 12 January 2012 (UTC)
Leveling Speed Variable?[edit]
What variable does getting any of the rested bonuses gained from sleeping, the Lover's Stone bonus, or one of the Guardian Stone bonuses modify (in terms of an Actor Value)?
confidence[edit]
how do ones like that work?
do i enter player.modav confidence brave ?
- I read somewhere that confidence plays a role in determining when the NPC AI will go after hostiles or potential hostiles (on their own initiative). Closely related to aggression. I presume confidence is more about the willingness to engage hostiles based on their compared difficulty, whereas aggression is more about the disposition of other actors (i.e., NPC attacks no one at all, hostiles only, hostiles & neutrals, or everybody in sight). Check out the AI Data page for Fallout 3 (again, presuming it applies to TESV as well): http://geck.bethsoft.com/index.php/AI_Data_Tab
Marxismoney 11:39, 11 April 2012 (UTC)
CLARIFICATION[edit]
If I type this
player.modav ReflectDamage 1 will that add 1% chance or 100%? I want 1%.
- Logically, it should add 100%. Using 0.01 should add only 1%.
- So it would look like:
- player.modav ReflectDamage 0.01
- Nightstrider (talk) 04:37, 5 July 2013 (GMT)
mood[edit]
whats it do?
- In FO3, it determined what facial expression the NPC defaults to. May have been expanded for Skyrim, but probably still a similar effect. Marxismoney 11:40, 11 April 2012 (UTC)
Default Actor value Indices[edit]
I cannot find anywhere that lists what the default actor values are or how to look them up using the consol. I've found one way to semi get default values for some of them be using a new save and using get.av. but for example there is nothing on how to even get what your combat magicka or stamina regen is. Does anyone know how to do this or does anyone know what these default values are?
24.254.242.25 06:56, 8 March 2012 (UTC)Atum
- try getavinfo instead of getav 75.54.82.110 20:48, 3 August 2012 (UTC)
Attributes could make a comeback through modding[edit]
The values Variable01 to Variable10 are emppty (equal to 0.0), when calling:
player.getavinfo Variable01 ... player.getavinfo Variable10
For those like me who are craving for a mod to reinstate the crufty attributes and all the added complexity that Bethesda decided to throw away, these variables could hold the values for the attributes (Strength, etc...) in a mod, if they are not being used by the game itself. I so much miss my attributes...
Toggle/status[edit]
How exactly do you change these?
SetAV does not reset[edit]
I've used the SetAV commands in a batch file and run it in my game. I've saved many times, and my values have never reset like it's stated in the page.
Exceprt from page: 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
68.227.51.216 01:15, 1 August 2012 (UTC)
- it's probably badly worded, but it's meant to be as short a description as possible. The fact is it will be set until a save/reload occurs. Another way to say that is that the value is not saved in the savegame therefore it's reset upon reload ... 86.74.29.100 07:17, 31 August 2012 (UTC)
- ho and some additional info some specific values (but not carryweight)seem to stick around even if you used only setav for example skillmod or skillpowermod (in my case I tried with "alterationmod". but in any case one can play with negative values or forceav to "reset" things as they were before (tip : use getavinfo to know the modified values of an actor) 84.101.149.153 07:26, 13 September 2012 (GMT)
Condition AVs (bottom of list)[edit]
In Fallout, limbs can be crippled. I think these actor values at the bottom of the list may be related to that function:
- PerceptionCondition - Head
- EnduranceCondition - Torso
- [Left|Right]AttackCondition - Arms
- [Left|Right]MobilityCondition - Legs
- BrainCondition - Brain wasn't tracked in FO3 or in FNV. Maybe this AV is cut content from one of those games that Bethesda never bothered to remove? — Unsigned comment by 50.46.192.36 (talk) at 22:02 on 1 August 2012
WardPower[edit]
Type: MOD Effect: Modifies the current strength of an in-use ward spell <- this implies that the modification must me made during the cast — Unsigned comment by 188.25.57.174 (talk) at 21:49 on 18 October 2012
[]powermod[edit]
so for example does "setav DestructionPowerMod 100" decrease casting cost or increase damage? what about setav AlterationPowerMod 100 or RestorationPowerMod 100, illusionpowermod?
would DestructionPowerMod 50 increase or decrease the power of destruction? — Unsigned comment by 24.38.217.116 (talk) at 14:01 on 26 September 2013
Relect Damage - 100% effect not chance based[edit]
From testing that i have done in game, it appears that Reflect Damage is not a chance to reflect damage (as listed), but instead always reflects a percentage of the damage back at the attacker. The magnitude on the spell determines the approximate percentage reflected back. I said approximate because the numbers do not entirely match, however what does occur regardless of the magnitude of the spell be it 10, 50 or 100, damage is reflected back at the attacker on every hit.
For example on two power attack hits, with the magnitude set to:
Magnitude 100, Player sustained 8.31 damage, the attacker received 8.25 damage
Magnitude 50, Player sustained 8.32 damage, the attacker received 4.12 damage --86.174.133.225 11:56, 20 June 2014 (GMT)
- Confirmed. As an aside, the numbers may not have matched perfectly because of the monster's healing rate. – Robin Hood (talk) 15:44, 20 June 2014 (GMT)
advSkill values post patch 1.9[edit]
I used the console snippet recommended for adding perk points in the skill advance uses section, and the entire code seems to still work normally. Added a couple zeros to the last command and it levels smithing to maximum and does much what the fortify restoration through alchemy leveling loophole does; the game considers it leveling naturally even though it's happening at an incredible rate. Why is this? If I understand rightly this really shouldn't work anymore. Playerseekingbugs (talk) 18:39, 14 October 2015 (UTC)
- Ignore what I said previously, I understand now. :) The only part of that code that doesn't work is the line
player.setav SmithingSkillAdvance 0
, so you'll notice after you reset the skill that the bar underneath it still shows as if you were partway through a level instead of being reset. Theadvskill
command still works like it always has and, as you say, will happily advance you dozens of levels in a matter of seconds. – Robin Hood (talk) 20:01, 14 October 2015 (UTC)
The "Commands" Section is Wrong[edit]
All you have to do is check the CK website. There is a distinction between current value, maximum value and base value (maximum includes the modifiers - buffs and debuffs - and can be checked with the papyrus function GetActorValueMax(), or through the console using the command: getavinfo).
SetActorValue() - sets the base value and increases/decreases the current value accordingly.
ModActorValue() - increases/decreases the current value, as well as the *maximum* value, but the base value remains intact (which you can confirm with GetBaseActorValue()).
ForceActorValue() - sets the current value and increases/decreases the *maximum* value accordingly. The base value remains intact (which you can confirm with GetBaseActorValue()).
This has nothing to do with persistence across saves, as the original author wants to make it look like. Now, unfortunately, the original author picked one of the worst actorvalues in the example, namely CarryWeight. This actorvalue is one of those few ones for which changes to the base value, made with SetActorValue(), do not persist in consecutive saves. You can check which actorvalues are part of this group in the CK website: https://www.creationkit.com/index.php?title=Actor_Value#Notes
That's why it looks like that changes with SetActorValue() do not persist after reloading, but changes with ForceActorValue() or ModActorValue() do: changes with SetActorValue() are changes to the *base*, and in the specific case of CarryWeight, base changes do not persist (in most other cases, ex. OneHanded, they do persist!), whereas changes with ForceActorValue() or ModActorValue() are changes to the *current* and to the *maximum* value (not to the base!), which do persist. A more appropriate actorvalue to use in the example would be one of the skills actorvalues, for example OneHanded. Incredible that this wrong info stayed up for so many years. — Unsigned comment by 77.54.124.72 (talk) at 12:21 on 5 March 2023
- Please make whatever changes are needed. This is a wiki, so the best way to make sure the information isn't wrong is to update it yourself. Thank you! – Robin Hood (talk) 17:14, 5 March 2023 (UTC)