# Tes5Mod talk:Actor Value Indices

## Perk Ranks

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 at 05:40 on 12 November 2011

## Perk List

dante? if you're not done yet here is the complete list perk list

~Cancerous1*** — Unsigned comment by at 06:51 on 12 November 2011

## Other actor values

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 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

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'

the tes4 ones do idk why this one doesn't - always have to go through console — Unsigned comment by 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. 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. 03:11, 12 January 2012 (UTC)

## Leveling Speed Variable?

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

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

If I type this

player.modav ReflectDamage 1 will that add 1% chance or 100%? I want 1%.

So it would look like:
player.modav ReflectDamage 0.01
Nightstrider (talk) 04:37, 5 July 2013 (GMT)

## mood

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

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

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

How exactly do you change these?

## SetAV does not reset

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)

In Fallout, limbs can be crippled. I think these actor values at the bottom of the list may be related to that function:

• 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 at 22:02 on 1 August 2012

## WardPower

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 at 21:49 on 18 October 2012‎

## []powermod

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 at 14:01 on 26 September 2013

## Relect Damage - 100% effect not chance based

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. 15:44, 20 June 2014 (GMT)

## advSkill values post patch 1.9

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. 20:01, 14 October 2015 (UTC)