Skyrim Level Cap Mod

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Information on Skyrim's 1.9 Update.Console release date info: Dec 19, 2019 Skyrim SE - Better Vampires NPCs SE Overhual Mod Review. Introduction: This mod affects the vampires of Skyrim. Allowing vampire NPCs new arms, armor, perks, and abilities based on the player’s level, this mod adds more variety and challenge for anyone who wants to hunt or encounter vampires. Jan 01, 2021 This school becomes much less useful late-game when your armor reaches 567 or higher—the hard cap for armor effectiveness in Skyrim. Reaching above 567 armor does nothing. Finally, Conjuration is fantastic early-game for drawing enemy attention away from you, although this becomes much less useful once you have good armor. Just launch the Creation Kit and open the Skyrim master file and then use this list to find and modify followers level cap, then save the mod and name it.

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  • 2Commands
    • 2.2Viewing Skills or Attributes
    • 2.4Common Uses

Actor Value Indices are the numerical values used in the game data to refer to a wide range of attributes, skills, and effects that can be relevant to any actor (e.g., the player, NPCs, or creatures). The names of the actor values can generally be used in the console as part of various console commands. In general, they also each correspond to an AVIF record in the game data.

Actor Value Codes[edit]

Note that all enumerations start at 0 (e.g., Aggression values are 0 (unaggressive) through 3 (frenzied)). 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'). 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.

IndexConsole NameTypeEffectAVIF FormID
0AggressionAIEnum: Unaggressive (does not initiate combat), Aggressive (attacks Enemies), Very Aggressive (attacks Enemies and Neutrals), Frenzied (attacks anyone). (0-3)0x000004B0
1ConfidenceAIWillingness to fight, based on their strength vs the attacker's strength. Enum: Cowardly (always flee), Cautious, Average, Brave, Foolhardy (never flee). (0-4)0x000004B1
2EnergyAIUsed by sandbox AI to determine how often to perform a different sandbox behaviour. (%)0x000004B2
3MoralityAIWill 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)0x000004B3
4MoodAIUnused. Enum: Neutral, Angry, Fear, Happy, Sad, Surprised, Puzzled, Disgusted0x000004B4
5AssistanceAIWill this actor feel compelled to help others in combat? Enum: Helps Nobody, Helps Allies, Helps Friends and Allies0x000004B5
24HealthAttributeActual Current and Maximum Health, 0 results in death0x000003E8
25MagickaAttributeActual Current and Maximum Magicka, can not be lower than 00x000003E9
26StaminaAttributeActual Current and Maximum Stamina, can not be lower than 00x000003EA
27HealRateMultPercentage of max health to regenerate per second (default 0.7 for each player race).0x000003EB
28MagickaRateMultPercentage of max magicka to regenerate per second (default 3.0 for each player race).0x000003EC
29StaminaRateMultPercentage of max stamina to regenerate per second (default 5.0 for each player race).0x000003ED
30SpeedMultMultMovement speed percentage (default 100). (%)0x000003EE
31InventoryWeightStatCollective weight of everything in your inventory.0x000003EF
32CarryWeightStatMax points of weight you can carry without being forced to walk.0x000003F0
33CritChanceStatYour chance to score a critical hit; critical hit damage is based on weapon stats, but can be increased through perks. (%)0x000003F1
34MeleeDamageStatModifies the listed damage of your weapons (default 0). The modifier actually affects the damage display of the weapons in your inventory. (+points)0x000003F2
35UnarmedDamageStatModifies the damage of your fists. (+points)0x000003F3
36MassStatHidden stat that affects staggering, etc.0x000003F4
37VoicePointsObsoleteUnknown, 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. Probably unused.0x000003F5
38VoiceRateObsoleteUnknown, is supposedly related to a pool of points from which NPCs tap when shouting. Seems to be always 5. Probably unused.0x000003F6
39DamageResistResistArmor rating (points, not damage reduction %).0x000005CE
40PoisonResistResistPoison resistance.0x000005CF
41FireResistResistFire resistance.0x000005D0
42ElectricResistResistShock resistance.0x000005D1
43FrostResistResistFrost resistance.0x000005D2
44MagicResistResistMagic resistance (resistance against all types of damage as well as paralysis duration).0x000005D3
45DiseaseResistResistChance to not contract a disease.0x000005D4
53ParalysisStatusWhen not 0, prevents movement and attacking.0x000005DC
54InvisibilityStatusWhen not 0, grants invisibility (not the associated visuals).0x000005DD
55NightEyeObsolete?Not actually used by the Night Eye effect.0x000005DE
56DetectLifeRangeObsolete?Werewolf version of Detect Life applies this to NPCs with a magnitude of 20; this is the only place where this is used.0x000005DF
57WaterBreathingStatusWhen not 0, grants waterbreathing.0x000005E0*
58WaterWalkingStatusWhen not 0, grants waterwalking.0x000005E1*
62JumpingBonusObsoleteNo effect.0x000005E5
63WardPowerBufferAbsorbs incoming spell damage by subtracting the damage from itself, used in ward spells. Exists as a straight bonus on Spellbreaker, or 'Accum. Magnitude' (charge-up) on wards.0x000005E6*
64RightItemCharge/EquippedItemChargeStatThe number of charges remaining in an item equipped in the right hand (i.e. enchanted weapons, magical staffs, etc.).0x000005E7
65ArmorPerksPerkArmor rating multiplier (default 0). (0.25 = +25% armor rating)0x000005E8
67WardDeflectionObsolete?Is 0 and does not seem to change when using wards.0x000005EA*
68Variable01User-definedSee the Creation Kit Wiki.0x000005EB
78BowSpeedBonusPerkSlows time when zoomed in with a bow (1 = normal time, 0.5 = half speed).0x000005F5
82LeftItemCharge/EquippedStaffChargeStatThe number of charges remaining in an item equipped in the left hand (i.e. enchanted weapons, magical staffs, etc.).0x000005F9
83AbsorbChanceStatChance to negate an incoming spell and grant magicka equal to its base casting cost. (%)0x000005FA
84BlindnessStatAffects this actor's ability to spot you while sneaking and out of combat (default 0). At maximum, you can only be detected by this actor through sound, but it does not work in combat. (%)0x000005FB
85WeaponSpeedMultModWeapon attack speed, Bow draw speed. (This is an odd modifier because the default is 0 and yet it is a multiplier, meaning 1 = 100%, 0.5 = 50%, 2 = 200% but 0 = also 100%)0x000005FC
86ShoutRecoveryMultModHow much are you waiting for shout recovery. (1 = 100%, 0.5 = 50% of original time).0x000005FD
87BowStaggerBonusStatChance to stagger enemies with bow shots. (1 = Sets the stagger bonus for a heavy stagger no matter the bow's damage or how much the bow is drawn, 0.1 = a light stagger no matter the bow's damage or how much the bow's drawn. For example, if you spend a skill point on Power Shot in the Archery skill tree, it will add to the bonus.)0x000005FE
88TelekinesisStatusIs set to 1 when the Telekinesis spell is equipped, otherwise 0. Responsible for toggling the UI to display the name and stats of distant items, as well as the ability to grab distant items with Telekinesis as opposed to being limited to pick-up range. Other values are the same as 1.0x000005FF
92MovementNoiseMultStatReduction in movement noise. (1 = no reduction, 0 = 100% reduction)0x00000603
93BypassVendorStolenCheckStatusSell stolen items to any vendor.0x00000604
94BypassVendorKeywordCheckStatusSell non-stolen items of any type to any vendor.0x00000605
95WaitingForPlayerAIReturns 1 if Follower is waiting for player.0x00000606
96OneHandedModModSkill modifiers[1]0x00000607
98MarksmanModModBow damage0x00000609
107SpeechcraftModModUsed for price/'Haggling' enchantment calculations0x00000612
114OneHandedSkillAdvanceExpThese values previously controlled the skill XP for each individual skill. As of Patch 1.9, they no longer serve that purpose and have no effect.0x00000619
133DragonSoulsStatNumber of dragon souls available.0x0000062C
134CombatHealthRegenMultMultHow much faster you heal in combat. (Default is 0, but set to 0.7 = 70% of the normal heal rate by the player ability PCHealRateCombat)0x0000062D
135OneHandedPowerModModDoes not raise skill level but approximates its effects. [2]0x0000062E
154AttackDamageMultMultMultiplier coefficient for all physical damage from weapons, fists, and bashing (1 = default, 2 = double damage, etc.). Affects weapon damage display in inventory screen.0x00000641
155HealRateMult/CombatHealthRegenMultModMultHealth regen rate multiplier. Is affected by Regenerate Health (Default 100)0x00000642
156MagickaRateMult/CombatHealthRegenMultPowerModMultMagicka regen rate multiplier. Is affected by Regenerate Magicka (Default 100)0x00000643
157StaminaRateMultMultStamina regen rate multiplier. Is affected by Regenerate Stamina (Default 100)0x00000644
160GrabActorOffsetThe distance in front of the caster where the target of Vampiric Grip is held. By default 0, but is set differently by Vampire Lord form.0x00000647
161GrabbedStatusDoes not seem to have any effect, may be used to determine which actor has been grabbed by Vampiric Grip.0x00000648
163ReflectDamageStatChance to reflect all incoming melee damage back to the attacker. Does not reduce the damage you take. (%)0x0000064A
[1]SkillMod values are changed by perks and fortify skill enchantments. The automatic perk PerkSkillBoosts translates those into actual game effects.
[2]SkillPowerMod values are changed by fortify skill potions. The automatic perk AlchemySkillBoosts translates those into actual game effects. The effect is usually the same as increasing the skill level of the associated skill, except for the magic schools: Alteration = duration, Conjuration = duration, Destruction = magnitude, Illusion = magnitude, Restoration = magnitude.

Enchanting, Speechcraft via persuasion, LightArmor and HeavyArmor are an exception to this, those are directly modified by potions and enchantments, instead of their Mod or PowerMod equivalents.


Altering Skills or Attributes[edit]

To alter your skills or attributes the commands are:

Setav will set the actor value to the specified value. Modav will add (or subtract if negative) the specified value to the current value. Forceav will set the actor value to the specified value and it will not revert back after saving.

Viewing Skills or Attributes[edit]

To view your skills or attributes, the command is:

This is very helpful for reviewing changes you've made.

Specific examples[edit]

The following command will add 500 to the player's current (base) carrying capacity permanently, or until changed using another console command:

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):

The following command will set the player's (base) carrying capacity to 1000 permanently, or until changed using another console command:

'Base' as used here, means the unmodified value. So, for example, if your current carrying capacity is 325, and you are wearing a necklace that increases the value by 25, then your 'base' carrying capacity is 300, and the console command player.modav CarryWeight 500 will set the value to 825 [300 (current base value)] + [25 (in-game modifier)] + [500 (console command effect)]. If you then unequip the necklace, the value will change to 800. If you level up and increase your stamina, the value will increase above the 800, etc.

The following commands will change a follower's Attack Damage Multiplier (also applies to most NPCs). This is useful for lowering a follower's attack damage when you have multiple followers, but don't want them doing all of the killing for you. The first command Picks the Reference ID of the NPC. The second command executes the stat change:

SkillAdvance Values[edit]

Skyrim se leveling mods

The various ___SkillAdvance values were disabled in Patch 1.9. Prior to that, they could be used to view or set your progress towards the next level of a skill. Viewing skill advancement was useful to figure out XP values for various skill uses, while setting them was useful in combination with other commands to advance beyond the level cap of 81.

Skyrim Se Level Cheat Mod

For example, the following command would set the exact experience you would have in your Smithing skill to 0, also making the Smithing level 0:

The following command would set the exact experience you would have in your Smithing skill to 3746, also making the Smithing level 12:

With the 1.9 patch, you can still achieve similar effects by using the advskill command together with the setav command, but it's a much less exact process. For example, to set your skill progress for the current level to 0, you would use setav to decrease the relevant skill by one, then use advskill in decreasing amounts to slowly advance your skill progress towards the next level until the skill goes up by one. Similarly, you can very roughly figure out how much skill XP a specific action is worth by saving your game, using the skill (or casting the spell) for a specific duration or a specific number of times, then noting how much progress you've made in the skill. After that, you would reload and use the advskill command to determine how many skill points it takes to reach the same amount of progress.


Common Uses[edit]

Setting a skill to 0[edit]

After a skill goes legendary, the skill is set to 15 and the skill progress is set to 0. If you wish, you can set the skill to 0 using the following command (using smithing as an example).

Unlike patch 1.8 and older, advskill and incpcs will work normally from that point.

Breaking the level cap (pre 1.9)[edit]

Prior to patch 1.9, console commands were commonly used to reset your character's skill experience in the event that you want to go beyond level 81 and gain additional perks.

Level Cap Skyrim Special Edition

These commands will set your level to 1, your smithing skill to 0, and would also reset your smithing level progress to 0. Resetting SmithingSkillAdvance to 0 was necessary because if you didn't, your smithing skill progress would actually still be at its previous level. So if, for example, you previously had a smithing skill of 56 and then set the skill to 0, the next time you leveled smithing, it would go to 57 instead of 1.

Skyrim Level Cap Update

From this point, you can use the advskill command to level rapidly, if you so desire, or just level normally.

Skyrim Se Level Up Mod

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