Console Commands (Skyrim)/ActorValues
Talk11
19,095pages on
this wiki
this wiki
< Console Commands (Skyrim)
Revision as of 21:16, July 22, 2012 by 80.31.142.148 (Talk)
Values to be used with forceav, modav or setav
Use getav to check the value, or getavinfo (details base value and modifiers).
NOTE: modav is additive. Example:
- player.getav magickaratemult {returns current value of 125}
- player.modav magickaratemult -25 {reduces current value by 25}
- player.getav magickaratemult {returns current value of 100}
- Aggression - NPC Aggression.
- Confidence - Sets 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"
- Health - Self explanatory
- Healrate - Rate of health recovery out of combat = HealRate % per second (Default = 0.7)
- CombatHealthRegenMult - In combat heal rate = (HealRate x CombatHealthRegenMult)% per second (0.7 x 0.7) = .49 default
- HealRateMult - Heal Rate Multiplier
- Magicka - Self explanatory
- Magickarate - Rate of Magicka recovery.
- MagickaRateMult - Magicka Rate Multiplier
- Stamina - Self explanatory
- Staminarate - Rate of Stamina recovery.
- StaminaRateMult - Stamina Rate Multiplier
- Carryweight - Self explanatory (use forceav to have it stick through saves)
- DamageResist - Armor Rating.
- Diseaseresist - Resistance to Disease
- Magicresist - Resistance to Magic
- Poisonresist - Resistance to Poison
- Fireresist - Resistance to Fire
- Frostresist - Resistance to Ice
- Electricresist - Resistance to Shock
- dragonsouls - use forceav, sets the available number of dragon souls
- speedmult - Modifies character speed (default 100)
- shoutrecoverymult - Default is 1, setting to 0 removes cooldown for shouts.
- unarmeddamage - Damage by unarmed attacks.
- reflectdamage - Percentage 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)
- leftweaponspeedmult - Left weapon speed multiplier i.e. 2 is twice as fast and 3 is three times as fast
- movementnoisemult - (testing, i'm sure it's as implied though)
- weaponspeedmult - Right 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
- favorpointsbonus - (testing, no idea though)
- bowspeedbonus - default is 1, change the time scaling during zoom. 0.5 slower zoom, 2 about as normal view speed
- bowstaggerbonus - (default is 0, value of 1 is 100% chance to stagger, ie 0.01 = 1%)
- jumpingbonus - (testing, maybe this is a supplement to the removal of acrobatics?)
- critchance - Critical 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.
- player.setgs fjumpheightmin <value> - allows player to jump to whatever height they want. Standard value is 76.
- leftitemcharge # - Sets the charge for any enchanted item in your left hand
- rightitemcharge # - Sets the charge for any enchanted item in your right hand
- destructionpowermod - Modifies damage done by destruction spells. Base is 0, 100 doubles spell damage (if applicable), etc.
- conjurationpowermod - Modifies the length of time revived NPCs or summons remain before being dispelled automatically. Base is 0, 100 doubles duration, etc.
- illusionpowermod - Modifies the level ranges affected by illusion spells. Base is 0, 100 doubles the maximum level of NPCs affected, etc.
- alterationpowermod - Modifies alteration spell duration. Base is 0, 100 doubles duration, etc.
- restorationpowermod - Modifies 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>mod - Modifies magicka cost of a selected school. Base is 0, 100 reduces the cost of all spells within the selected school to 0.
- invisibility - Boolean 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.
- attackdamagemult - default is 1, multiplies non-magical damage dealt.
- marksmanpowermod - Default is 0, modifies the power of bow attacks. Useful if attackdamagemult doesn't do anything.
- onehandedpowermod - Default is 0, modifies the power of one-handed attacks. Useful if attackdamagemult doesn't do anything.
- twohandedpowermod - Default is 0, modifies the power of two-handed attacks. Useful if attackdamagemult doesn't do anything.
- blockpowermod - Default 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>powermod - When 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.
- As a 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.)
- setgs fjumpfallheightmult xxx, 0.1 is default, 0.01 is good for high falls