
The number of charges remaining in an item equipped in the right hand (i.e. Exists as a straight bonus on Spellbreaker, or "Accum. Werewolf version of Detect Life applies this to NPCs with a magnitude of 20 this is the only place where this is used.Ībsorbs incoming spell damage by subtracting the damage from itself, used in ward spells. Not actually used by the Night Eye effect. When not 0, grants invisibility (not the associated visuals). When not 0, prevents movement and attacking. Magic resistance (resistance against all types of damage as well as paralysis duration). Probably unused.Īrmor rating (points, not damage reduction %). Unknown, is supposedly related to a pool of points from which NPCs tap when shouting. Unknown, is supposedly related to a pool of points from which NPCs tap when shouting, but seems to be always 0 for NPCs and 100 for the player. Hidden stat that affects staggering, etc. The modifier actually affects the damage display of the weapons in your inventory. Modifies the listed damage of your weapons (default 0). Your chance to score a critical hit critical hit damage is based on weapon stats, but can be increased through perks. Max points of weight you can carry without being forced to walk. (%)Ĭollective weight of everything in your inventory. Percentage of max stamina to regenerate per second (default 5.0 for each player race). Percentage of max magicka to regenerate per second (default 3.0 for each player race). Percentage of max health to regenerate per second (default 0.7 for each player race). Will this actor feel compelled to help others in combat? Enum: Helps Nobody, Helps Allies, Helps Friends and AlliesĪctual Current and Maximum Health, 0 results in deathĪctual Current and Maximum Magicka, can not be lower than 0Īctual Current and Maximum Stamina, can not be lower than 0 Enum: Neutral, Angry, Fear, Happy, Sad, Surprised, Puzzled, Disgusted Will this Follower comply when the player asks him/her to perform a crime? Enum: Any Crime, Violence Against Enemies, Property Crime Only, No Crime (0-3) Used by sandbox AI to determine how often to perform a different sandbox behaviour. Enum: Cowardly (always flee), Cautious, Average, Brave, Foolhardy (never flee). Willingness to fight, based on their strength vs the attacker's strength. IndexĮnum: Unaggressive (does not initiate combat), Aggressive (attacks Enemies), Very Aggressive (attacks Enemies and Neutrals), Frenzied (attacks anyone).

FormID values with an asterisk no longer appear in the game data, but can still be found in the Creation Kit with that FormID, either in the Actor Values list or by searching on the FormID. Where two console names are listed, the first is the name used in the Console the second is the name found in the AVIF record in the game data (but prepended with "AV"). Note that all enumerations start at 0 (e.g., Aggression values are 0 (unaggressive) through 3 (frenzied)).
