A complete and up-to-date searchable list of all Fallout: New Vegas Character Variables.
Name | Category | ID |
---|---|---|
Agility Represents reflexes, balance, and coordination. | S.P.E.C.I.A.L. | agility |
Barter Governs your trading skills. A higher Barter skill gives you better prices when buying and selling items. | Skill | barter |
BloodyMess If active, enemies killed by the character will often explode in a gory manner. | BloodyMess | |
BrainCondition Affects certain enemies. If set to zero, it can make them frenzied. Max value is 100. | BrainCondition | |
Charisma Represents charm, persuasiveness, and leadership. | S.P.E.C.I.A.L. | charisma |
DetectLifeRange Represents the range within which the character can detect life forms, similar to the turbo effect. | DetectLifeRange | |
Endurance Represents physical health, stamina, and resistance. | S.P.E.C.I.A.L. | endurance |
EnduranceCondition The condition of the character's torso. Max value is 100. | EnduranceCondition | |
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. | Skill | explosives |
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. | Skill | guns |
Intelligence Represents cognitive abilities and knowledge. | S.P.E.C.I.A.L. | intelligence |
Karma A measure of the character's moral choices. It can be positive (good), negative (evil), or neutral. | Karma | |
LeftAttackCondition The condition of the character's left arm when used for attacking. Max value is 100. | LeftAttackCondition | |
LeftMobilityCondition The condition of the character's left leg, affecting mobility. Max value is 100. | LeftMobilityCondition | |
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. | Skill | lockpick |
Luck Represents good fortune and chance. | S.P.E.C.I.A.L. | luck |
Medicine Governs the use of medical supplies, like stimpaks and RadAway. A higher skill level increases the health restored by medical items. | Skill | medicine |
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. | Skill | meleeweapons |
NightEye If active, the character can see in the dark. | NightEye | |
Paralysis If non-zero, the character becomes paralyzed and cannot move. | Paralysis | |
Perception Represents sensory awareness and environmental alertness. | S.P.E.C.I.A.L. | perception |
PerceptionCondition The condition of the character's head. Max value is 100. | PerceptionCondition | |
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. | Skill | repair |
RightAttackCondition The condition of the character's right arm when used for attacking. Max value is 100. | RightAttackCondition | |
Science Determines your proficiency with advanced technology. Used for hacking terminals, crafting chems, and other technical tasks. | Skill | science |
Sneak Governs your ability to move undetected. A higher Sneak skill makes it harder for enemies to detect you, both visually and audibly. | Skill | sneak |
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. | Skill | speech |
Strength Represents physical power and carrying capacity. | S.P.E.C.I.A.L. | strength |
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. | Skill | survival |
Unarmed Governs combat without weapons, such as fistfights or using brass knuckles. Affects damage dealt and accuracy in V.A.T.S. when unarmed. | Skill | unarmed |
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. | actionpoints | |
aggression Determines how aggressive the character is towards others. Higher values mean more aggressive behavior. | aggression | |
carryweight The maximum weight of items a character can carry without becoming encumbered. | carryweight | |
chameleon If active, the character becomes invisible when sneaking and not moving. | chameleon | |
critchance The percentage chance that the character will deal a critical hit. | critchance | |
damageThreshold The amount of damage that is subtracted from every hit the character takes. | damageThreshold | |
damageresist The percentage of damage reduced from all incoming attacks. | damageresist | |
dehydration Represents the character's need for water. Higher values indicate greater dehydration. | dehydration | |
fatigue Represents the character's level of fatigue. Higher values indicate greater fatigue. | fatigue | |
fireresist The character's resistance to fire damage. | fireresist | |
healrate The rate at which the character regenerates health over time. | healrate | |
health The character's current health points. When it reaches zero, the character dies. | health | |
hunger Represents the character's need for food. Higher values indicate greater hunger. | hunger | |
ignorecrippledlimbs If set, the character will not suffer the negative effects of having crippled limbs. | ignorecrippledlimbs | |
inventoryweight Represents the current total weight of all items the character is carrying. | inventoryweight | |
invisibility If non-zero, the character becomes invisible. | invisibility | |
meleedamage The amount of damage the character deals with melee weapons. | meleedamage | |
poisonresist The character's resistance to poison. | poisonresist | |
radiationrads Represents the amount of radiation the character has been exposed to. | radiationrads | |
radresist The character's resistance to radiation. Higher values mean less radiation damage is taken. | radresist | |
sleepdeprevation Represents the character's need for sleep. Higher values indicate greater sleep deprivation. | sleepdeprevation | |
speedmult The character's movement speed as a percentage of the base speed. | speedmult | |
unarmeddamage The amount of damage the character deals when fighting unarmed. | unarmeddamage | |
xp Experience points. Accumulating XP allows the character to level up and improve skills or attributes. | xp |