Elder Scrolls

Console Commands (Skyrim)/ActorValues

< Console Commands (Skyrim)

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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
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 chance 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, so if you want an npc to stop attacking and flee you "setav confidence 0" then with the same npc selected type "resetai"
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 by unarmed attacks.
reflectdamagePercentage chance to reflect all physical damage to an attacker (a value of 100 means you will reflect all damage, 50 means you will reflect all damage 50% of the time and none the rest)
leftweaponspeedmultLeft weapon speed multiplier i.e. 2 is twice as fast and 3 is three times as fast
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
Absorbchance% chance to absorb spells
FavorpointsbonusNo idea
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.)
BowstaggerbonusDefault is 0, value of 1 is 100% chance to stagger, i.e. 0.01 = 1%)
jumpingbonustesting, maybe this is a supplement to the removal of acrobatics?
critchanceCritical hit chance (0 - 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 (cast an invis spell/use an invis potion to apply the effect), it just makes it persist past its normal duration.
attackdamagemultdefault is 1, multiplies non-magical damage dealt.

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>see the current value of that game setting.
setgs <setting> <value>change the value of that game setting.
modgs / forcegscommands do not work.
setgs fjumpfallheightmult xxx0.1 is default, 0.01 is good for high falls
setgs fjumpheightmin <value>allows player to jump to whatever height they want. Standard value is 76.
setgs iSkillPointsTagSkillMult <value>seems to be used for gaining skill points after leveling up, but at least in Skyrim is useless, changing the value doesn't change the skill points you get from leveling. Default: 1

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