Skyrim Mod talk:Actor Value Indices

The UESPWiki – Your source for The Elder Scrolls since 1995
Jump to: navigation, search

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

Perk List
Alchemy
000BE127 Alchemist
000C07CA Alchemist
000C07CB Alchemist
000C07CC Alchemist
000C07CD Alchemist
00058215 Physician
00058216 Benefactor
00058217 Poisoner
00058218 Experimenter
00105F2A Experimenter
00105F2B Experimenter
00105F2F Concentrated Poison
00105F2E Green Thumb
00105F2C Snakeblood
0005821D Purity
Illusion
000f2ca9 novice illusion
000c44c3 apprentice ill.
000c44c4 adept ill.
000c44c5 expert ill.
000c44c6 master ill.
000153d0 illusion dual cast
000581e1 animage
000581e2 kindred mage
00059b77 hypnotic gaze
00059b78 aspect of terror
000c44b5 rage
000581fd quiet casting
00059b76 master of the mind
Conjuration
000f2ca7 Novice Conjuration
000640b3 Mystic Binding
000c44bb apprentice conjuration
000153ce conj. dual cast
00105f30 summoner 1
00105f31 summoner 2
000c44bb apprentice conjuration
000c44bc adept conjuration
000c44bd expert
000c44be master
000d799e soul stealer
000581dd necromancy
000cb419 atromancy
000d799c oblivion binding
000581de dark souls
000cb41a elemental potency
000d5f1c twin souls
Destruction
000F2CA8 novice destruction
000153CF dest. dual cast
000153D2 Impact
000C44BF Apprentice Dest.
00105F32 Rune Master
000C44C0 Adept Dest.
000581e7 augmented flames 1
0010fcf8 augmented flames 2
000581ea augmented frost 1
0010fcf9 augmented frost 2
00058200 augmented shock 1
0010fcfa augmented shock 2
000f392e intense flames
000f3933 deep freeze
000f3f0e disintegrate
000c44c1 Expert Destruction
000c44c2 Master Destruction
Restoration
000f2caa novice restoration
000c44c7 apprentice rest.
000c44c8 adept rest.
000c44c9 expert rest.
000c44ca master rest.
000153d1 rest. dual casting
000581f4 recovery 1
000581f5 recovery 2
000581f8 regeneration
000581f9 respite
000a3f64 avoid death
000581e4 necromage
00068bcc ward absorb
Alteration
000f2ca6 novice alt.
000c44b7 apprentice alt.
000c44b8 adept alt.
000c44b9 expert alt.
000c44ba master alt.
000153cd alter. dual cast
000d7999 mage armor 1
000d799a mage armor 2
000d799b mage armor 3
00053128 magic resistance 1
00053129 magic resistance 2
0005312a magic resistance 3
000581fc stability
000581f7 atronach
000e5f4f atronach?
Enchanting
000BEE97 Enchanter 1
000C367C Enchanter 2
000C367D Enchanter 3
000C367E Enchanter 4
000C367F Enchanter 5
00058F80 Fire Enchanter
00058F7E Insightful Enchanter
00058F7D Corpus Enchanter
00058F81 Frost Enchanter
00058F82 Storm Enchanter
00058F7C Soul Squeezer
00108A44 Soul Siphon
00058F7F Extra Effect
Smithing
000CB40D Steel Smithing
000CB40E Dwarven Smithing
000CB40F Elven Smithing
000CB410 Orcish Smithing
000CB411 Glass Smithing
000CB412 Ebony Smithing
000CB413 Daedric Smithing
0005218E Arcane Blacksmith
000CB414 Advanced Armors
00052190 Dragon Armor
Heavy Armor
000BCD2A Juggernaut 1
0007935E Juggernaut 2
00079361 Juggernaut 3
00079362 Juggernaut 4
00079374 Juggernaut 5
00058F6E Fists of Steel
00058F6F Well Fitted
00058F6C Tower of Strength
00107832 Matching Set
00105F33 Reflect Blows
000BCD2B Cushioned
00058F6D Conditioning
Block
000BCCAE Shield Wall
00079355 Shield Wall
00079356 Shield Wall
00079357 Shield Wall
00079358 Shield Wall
000D8C33 Quick Reflexes
00058F68 Deflect Arrows
00058F69 Elemental Protection
00106253 Block Runner
00058F6A Shield Charge
00058F67 Power Bash
0005F594 Deadly Bash
00058F66 Disarming Bash
Two-Handed
000babe8 barbarian 1
00079346 barbarian 2
00079347 barbarian 3
00079348 barbarian 4
00079349 barbarian 5
000c5c05 limbsplitter1
000c5c06 limbsplitter2
000c5c07 limbsplitter3
00052d51 champ stance
0003af83 deep wounds1
000c1e94 deep wounds2
000c1e95 deep wounds3
0003af84 skullcrusher1
000c1e96 skullcrusher2
000c1e97 skullcrusher3
000cb407 great critical charge
00052d52 devastating blow
0003af9e sweep
0003afa7 warmaster
One-Handed Perks
000BABE4 Armsman
00079342 Armsman
00079343 Armsman
00079344 Armsman
00079345 Armsman
0003FFFA Hack and Slash
000C3678 Hack and Slash
000C3679 Hack and Slash
00052D50 Fighting Stance
0005F592 Bone Breaker
000C1E92 Bone Breaker
000C1E93 Bone Breaker
0005F56F Bladesman
000C1E90 Bladesman
000C1E91 Bladesman
00106256 Dual Flurry
00106257 Dual Flurry
0003AF81 Savage Strike
000CB406 Critical charge
00106258 Dual Savagery
0003AFA6 Paralyzing Strike
Archery Perks
000BABED Overdraw
0007934A Overdraw
0007934B Overdraw
0007934D Overdraw
00079354 Overdraw
00058F61 Eagle Eye
00103ADA Steady Hand
00103ADB Steady Hand
00105F1C Critical Shot
00105F1E Critical Shot
00105F1F Critical Shot
00058F62 Power Shot
00105F19 Quick Shot
00051B12 Hunter's Discipline
00058F63 Ranger
00058F64 Bullseye
Light armor
000be123 agile defender
00079376 agile defender 2
00079389 agile defender 3
00079391 agile defender 4
00079392 agile defender 5
00051b1b custom fit
00051b1c unhindered
00105f22 wind walker
00051b17 matching set 1
00107832 matching set 2
00107831 deft movement
Sneak
000be126 stealth
000c07c6 stealth 2
000c07c7 stealth 3
000c07c8 stealth 4
000c07c9 stealth 5
00058210 backstab 1
000ff15b backstab 2
00058213 muffled movement
001036f0 deadly aim
00058211 assassins blade
0005820c light foot
00105f23 silent roll
00105f24 silence
00058214 shadow warrior
lockpicking
000f392a novice locks
000be125 apprentice locks
000c3680 adept locks
000c3681 expert locks
000c3682 master locks
00106259 quick hands
00107830 wax key
0005820a golden touch
00105f26 treasure hunter
00058208 locksmith
00058209 unbreakable
pickpocket
000BE124 Light Fingers
00018E6A Light Fingers
00018E6B Light Fingers
00018E6C Light Fingers
00018E6D Light Fingers
00058202 Night Thief
00105F28 Poisoned
00058204 Cutpurse
00096590 Extra Pockets
000D79A0 Keymaster
00058201 Misdirection
00058205 Perfect Touch
speech
000BE128 Haggling
000C07CE Haggling
000C07CF Haggling
000C07D0 Haggling
000C07D1 Haggling
00058F75 Allure
00058F72 Bribery
00058F7A Merchant
001090A2 Persuasion
00058F7B Investor
00105F29 Intimidation
00058F79 Fence
001090A5 Master Trader

~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 (talkcontribs) 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 Hoodtalk 00:15, 12 January 2012 (UTC)
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 Hoodtalk 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. The advskill 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)