FalloutNewVegasCommands.com

Fallout New Vegas Character Variables

54 Character Variables

A complete and up-to-date searchable list of Fallout: New Vegas character variables (actor values).

Character variables (actor values) are used with commands like player.modav, e.g. player.modav luck 10.

Used with the player.modav console command.

Command builder

Variable
Amount

Modifies the actor value by the given amount. Use player.setav to set an absolute value instead.

actionpoints

Represents the number of Action Points (AP) a character has. AP is used in V.A.T.S. (Vault-Tec Assisted Targeting System) to perform actions like shooting or using items.

aggression

Determines how aggressive the character is towards others. Higher values mean more aggressive behavior.

Agility

Represents reflexes, balance, and coordination.

Barter

Governs your trading skills. A higher Barter skill gives you better prices when buying and selling items.

BloodyMess

If active, enemies killed by the character will often explode in a gory manner.

BrainCondition

Affects certain enemies. If set to zero, it can make them frenzied. Max value is 100.

carryweight

The maximum weight of items a character can carry without becoming encumbered.

chameleon

If active, the character becomes invisible when sneaking and not moving.

Charisma

Represents charm, persuasiveness, and leadership.

critchance

The percentage chance that the character will deal a critical hit.

damageresist

The percentage of damage reduced from all incoming attacks.

damageThreshold

The amount of damage that is subtracted from every hit the character takes.

dehydration

Represents the character's need for water. Higher values indicate greater dehydration.

DetectLifeRange

Represents the range within which the character can detect life forms, similar to the turbo effect.

Endurance

Represents physical health, stamina, and resistance.

EnduranceCondition

The condition of the character's torso. Max value is 100.

Explosives

Governs the use of all explosive devices, from grenades to dynamite. A higher skill level increases the damage dealt by explosives and allows you to handle them more safely.

fatigue

Represents the character's level of fatigue. Higher values indicate greater fatigue.

fireresist

The character's resistance to fire damage.

Guns

Determines your proficiency with all types of firearms, from pistols to rifles. Affects your accuracy in V.A.T.S. (Vault-Tec Assisted Targeting System) and the damage you deal with guns.

healrate

The rate at which the character regenerates health over time.

health

The character's current health points. When it reaches zero, the character dies.

hunger

Represents the character's need for food. Higher values indicate greater hunger.

ignorecrippledlimbs

If set, the character will not suffer the negative effects of having crippled limbs.

Intelligence

Represents cognitive abilities and knowledge.

inventoryweight

Represents the current total weight of all items the character is carrying.

invisibility

If non-zero, the character becomes invisible.

Karma

A measure of the character's moral choices. It can be positive (good), negative (evil), or neutral.

LeftAttackCondition

The condition of the character's left arm when used for attacking. Max value is 100.

LeftMobilityCondition

The condition of the character's left leg, affecting mobility. Max value is 100.

Lockpick

Determines your ability to pick locks. Doors and containers have varying difficulty levels, and a higher Lockpick skill allows you to tackle more challenging locks.

Luck

Represents good fortune and chance.

Medicine

Governs the use of medical supplies, like stimpaks and RadAway. A higher skill level increases the health restored by medical items.

Melee Weapons

Determines your effectiveness with melee weapons like knives, bats, and swords. Affects the damage you deal with melee weapons and your chance to hit in V.A.T.S.

meleedamage

The amount of damage the character deals with melee weapons.

NightEye

If active, the character can see in the dark.

Paralysis

If non-zero, the character becomes paralyzed and cannot move.

Perception

Represents sensory awareness and environmental alertness.

PerceptionCondition

The condition of the character's head. Max value is 100.

poisonresist

The character's resistance to poison.

radiationrads

Represents the amount of radiation the character has been exposed to.

radresist

The character's resistance to radiation. Higher values mean less radiation damage is taken.

Repair

Governs your ability to maintain and repair equipment. A higher skill level allows you to keep weapons and armor in good condition, which improves their effectiveness.

RightAttackCondition

The condition of the character's right arm when used for attacking. Max value is 100.

Science

Determines your proficiency with advanced technology. Used for hacking terminals, crafting chems, and other technical tasks.

sleepdeprevation

Represents the character's need for sleep. Higher values indicate greater sleep deprivation.

Sneak

Governs your ability to move undetected. A higher Sneak skill makes it harder for enemies to detect you, both visually and audibly.

Speech

Determines your ability to influence others through dialogue. A higher Speech skill allows you to persuade, intimidate, or charm others in conversations, often unlocking additional dialogue options or outcomes.

speedmult

The character's movement speed as a percentage of the base speed.

Strength

Represents physical power and carrying capacity.

Survival

Determines your ability to live off the land. Affects the benefits you receive from food and drink, and allows you to craft useful items from natural resources.

Unarmed

Governs combat without weapons, such as fistfights or using brass knuckles. Affects damage dealt and accuracy in V.A.T.S. when unarmed.

unarmeddamage

The amount of damage the character deals when fighting unarmed.

xp

Experience points. Accumulating XP allows the character to level up and improve skills or attributes.