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Console Commands (Skyrim)/ActorValues

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The following is a list of Actor Values. To change the value you want, type the following in the console:

<Player/RefID>.<AVC> <AV> <+/-#>

"<AVC>" is the ActorValueCode, "<AV>" is the ActorValue you wish to change and "<+/-#>" refers to the change you want, either positive or negative.

player.modav carryweight 8000

Actor Value CodesEdit

<AVC> Effect
GetAV
GetAVInfo
Get value information.
ForceAVForce the buff value to permanently change.
ModAVPermanently modify the buff value.
SetAVSet the base value. Some values reset after ending game.

Actor ValuesEdit

Command Effect
AggressionNPC Aggression.
ConfidenceSets the chance that an NPC will flee from combat. Settings go from 0 up to 4 (4 makes them foolhardy and 0 makes them always flee, 1 will make them likely to flee when they are hurt or their allies die). Only takes effect after an NPC has the "resetai" command used on it.
HealthSelf explanatory.
HealrateRate of health recovery out of combat = HealRate % per second (Default = 0.7)
CombatHealthRegenMultIn combat heal rate = (HealRate x CombatHealthRegenMult)% per second (0.7 x 0.7) = .49 default
HealRateMultHeal Rate Multiplier.
MagickaCurrent Magicka (If greater than max magicka, max is increased as well).
MagickarateRate of Magicka recovery (default = 3.00).
MagickaRateMultMagicka Rate Multiplier (default = 100.00).
StaminaSelf explanatory.
StaminarateRate of Stamina recovery (default = 5.00).
StaminaRateMultStamina Rate Multiplier (default = 100.00).
CarryweightSelf explanatory (use forceav to have it stick through saves).
DamageResistArmor Rating.
DiseaseresistResistance to Disease.
MagicresistResistance to Magic.
PoisonresistResistance to Poison.
FireresistResistance to Fire.
FrostresistResistance to Ice.
ElectricresistResistance to Shock.
DragonsoulsUse forceav, sets the available number of dragon souls.
speedmultModifies character speed (default 100).
shoutrecoverymultDefault is 1, setting to 0 removes cooldown for shouts.
UnarmeddamageDamage dealt by unarmed attacks.
reflectdamagePercentage chance to reflect all physical damage to an attacker (e.x. a value of 75 gives you a 75% chance to reflect all damage of a hit). Setting this to 100 will reflect all damage.
leftweaponspeedmultSets the multiplier for left weapon speed. A value of 2 makes weapons twice as fast, a value of 3 makes it three times as fast, and so on.
movementnoisemultIncreases or decreases movement noise.
weaponspeedmultRight and two-handed weapon speed multiplier i.e. 2 is twice as fast and 3 is three times as fast
AbsorbchancePercent chance to absorb a spell.
FavorpointsbonusNot used.
BowspeedbonusDefault is 1, change the time scaling during zoom. 0.5 slower zoom, 2 about as normal view speed (Don't bring the value any lower than 0.08 or else the arrow won't fly far.)
BowstaggerbonusSets the chance that a shot with a bow will stagger a target if hit. Default is 0, can be set between 0 and 1 (a decimal value is a percentage, e.x. .10 = 10%).
jumpingbonusCurrently unknown.
critchanceChance of getting a critical hit. Allowed values are 1-100.
<Skill>Sets or modifies skill to specified value, values higher than 100 are allowed. Skyrim Skill List
<WOOP>Teaches a word of power to a shout, words can be found with the "help <word> 4" command and are recognizable by the WOOP tag.

NOTE: the words are not written as they appear in the shout menu, instead they're written as they sound in draconic using the font developed for that language. As such, certain words might be written like N4 instead of Nah (which is the second word in Whirlwind Sprint). Most words however are written normally and should not be hard to find out. - List of words as they sound.

leftitemcharge #Sets the charge for any enchanted item in your left hand.
rightitemcharge #Sets the charge for any enchanted item in your right hand.
destructionpowermodModifies damage done by destruction spells. Base is 0, 100 doubles spell damage (if applicable), etc.
conjurationpowermodModifies the length of time revived NPCs or summons remain before being dispelled automatically. Base is 0, 100 doubles duration, etc.
illusionpowermodModifies the level ranges affected by illusion spells. Base is 0, 100 doubles the maximum level of NPCs affected, etc.
alterationpowermodModifies alteration spell duration. Base is 0, 100 doubles duration, etc.
restorationpowermodModifies restoration spell heal strength, ward strength, and level range. Be advised that there is currently a bug that also dramatically increases Enchantment strength as well (Except for items with the fortify conjuration enchantment).
<magicschool>modModifies magicka cost of a selected school. Base is 0, 100 reduces the cost of all spells within the selected school to 0.
invisibilityBoolean variable. 0 is normal behavior, 1 is permanent invisibility. Note that this doesn't apply the invisibility effect itself, which the Invisibility spell or a Potion of Invisibility normally would. This just makes it so that NPCs cannot see you.
attackdamagemultMultiplier for the damage dealt by weapons. Default value is 1.
marksmanpowermod

Default is 0, modifies the power of bow attacks. Useful if attackdamagemult doesn't do anything. (May freeze game after firing an arrow)

onehandedpowermodDefault is 0, modifies the power of one-handed attacks. Useful if attackdamagemult doesn't do anything.
twohandedpowermodDefault is 0, modifies the power of two-handed attacks. Useful if attackdamagemult doesn't do anything.
blockpowermodDefault is 0, modifies the power of blocking. This can be used for shield bash, charge, as well as block power checks.
<non-Magic/Attack Perk Tree>powermodWhen setting this Actor Value, the power of the perk tree increases without having to up the level of said perk tree. This works extremely well for Smithing, etc. (Leveling the perk tree past 100 via console commands still causes the power to raise however. This AV still adds onto it even if at level 999.) This allows a level 1 perk tree to act like another level.

Note: If increasing "Smithing" in this manner. When attempting to temper any equipment, it will first take the level your smithing is at, then add the powermod for it onto it. (Note that even if you have a powermod of 999, smithing will not act like level 999. This is due to how powermod is calculated at lower levels. (and what perks are active. For instance, even if you have powermod 999, and have daedric smithing perk, and shows legendary, it only modpowers the current level + power mod. This occurs when you forceav, and the level is actually not what it really is on the skill screen. You can check what the level really is by going into the perk tree and highlighting a perk.) Also: When tempering equipment, the equipment will be re-temperable if you have a high powermod (it will still grayed out, but if you temper another equipment, the equipment will be available for re-tempering.)

Game settingsEdit

Command Effect
getgs <setting>Returns the current value of that game setting.
setgs <setting> <value>Changes the value of that game setting.
modgs / forcegsDoes not work.
setgs fjumpfallheightmult xxxSets the multiplier for falling damage. 0.1 is the default.
setgs fjumpheightmin <value>Allows player to jump to whatever height they want. Default value is 76.
setgs iSkillPointsTagSkillMult <value>Apparently useless. Default value is 1.

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