Fallout: New Vegas Character Variables

A complete and up-to-date searchable list of all Fallout: New Vegas Character Variables.

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Search our database of 54 Fallout: New Vegas Character Variables.
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NameCategoryID
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.

Skillbarter
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.

Skillexplosives
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.

Skillguns
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.

Skilllockpick
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.

Skillmedicine
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.

Skillmeleeweapons
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.

Skillrepair
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.

Skillscience
Sneak

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

Skillsneak
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.

Skillspeech
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.

Skillsurvival
Unarmed

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

Skillunarmed
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
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