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Fallout 4 v1.9





77 Results
For AVIF:DESC

NumberEDIDText
1AddictionCountCount of the number of actively running addiction withdrawals.
2AgilityAgility is a measure of your overall finesse and reflexes. It affects the number of Action Points in V.A.T.S. and your ability to sneak.
3ArmorPenetrationFor weapons with Armor Penetration. 0-100 (treat as % armor ignored)
4BoughtHaircutAVTrack if the player has paid for a haircut from this barber
5BoughtSurgeryAVTrack if the player has paid for surgery from this surgeon
6CA_AffinitySceneToPlayValue determines which affinity scene should start when the NPC greets the player. For example: the value stored in "CA_Scene_NeutralToAdmiration"
7CA_CustomCurrent Custom Affinity Threshold
8CA_IsRomanceableNow1 = Companion is ready for the Romance scene
9CA_IsRomantic1 = Is romantically involved with player character
10CA_LastDialogueBumpStores the type of the last affinity bump that happened in dialogue. Used to flavor generic comment after the scene ends. (Numeric value corresponds to globals: CA_DialogueBump_Dislike|Hate|Like|Love; -1, -2, 1, 2 respectively)
11CA_MurderSessionCountA running tally of murder sessions the companion has witnessed (murder defined by data set on his CompanionActorScript)
12CA_MurderSessionDayWhen was the last murder session the companion witnessed
13CA_MurderSessionVictimCountHow many people were killed during the last murder session the companion witnessed (this might not be completely accurate, if lots of people died quickly one after another, it might miss some)
14CA_Trait_GenerousUsed by the Companion Affinity system.
15CA_Trait_MeanUsed by the Companion Affinity system.
16CA_Trait_NiceUsed by the Companion Affinity system.
17CA_Trait_PeacefulUsed by the Companion Affinity system.
18CA_Trait_SelfishUsed by the Companion Affinity system.
19CA_Trait_ViolentUsed by the Companion Affinity system.
20CA_WantsToTalkUsed for conditions on affinity scene greetings: 0 = doesn't want to talk 1 = wants to talk, will forcegreet player 2 = wants to talk, will not forcegreet player
21CA_WantsToTalkMurder1 = will forcegreet and give warning scene 2 = forcegreeted and will start warning scene when player initiates conversation
22CA_WantsToTalkRomanceRetryUsed for conditions on affinity scene greetings: 0 = doesn't want to talk 1 = wants to talk
23CCE_TestCompanionChatEvent1 = Companion Chat Event is valid, companion witnessed event and will talk about it. 0 = not witnessed, won't talk about it.
24CharismaCharisma is your ability to charm and convince others. It affects your success to persuade in dialogue and prices when you barter.
25ChemDurationModModifies the magnitude of chem effects. NOTE: for this actor value to actually do anything, the actor needs to have the associated perk.
26DestroyBOSCompanionset to 1 if I saw the Prydwen destroyed (in whichever quest)
27DetectionMovementModModifies movement value used by the stealth formula by this percentage. NOTE: for this actor value to actually do anything, the actor needs to have the associated perk.
28EnduranceEndurance is a measure of your overall physical fitness. It affects your total Health and the Action Point drain from sprinting.
29FallingDamageModModifies incoming falling damage by this percentage. Example. This value is 15, incoming damage is reduced by 15%. NOTE: for this actor value to actually do anything, the actor needs to have the associated perk.
30FollowerEndgameForceGreetOnused by FollowersEndgameForcegreetPackage - set to 1 to turn on forcegreet
31FollowerForceGreetOnused by FollowersForcegreetPackage - set to 1 to turn on forcegreet
32FollowerStateSee globals "iFollower_Com_" and the FollowersScript
33ForceGreetOnused by ForceGreetPatrolConditional - set to 1 to turn on forcegreet
34FreezeHow close to frozen you are from Cryo weapons
35GenericBrawlLoseradd to NPC if they lose to player in brawl
36GenericBrawlWinneradd to NPC if they beat player in brawl
37HasItemForPlayerUsed by Companions who give player items from time to time.
38HC_AdrenalineHardcore mode Adrenaline value.
39HC_CannibalEffect0 = not suffering Ravenous Hunger, 1 = suffering from it. Set by HC_Cannibal_Effect
40HC_HungerEffectSee globals HC_SE_xxx
41HC_IncomingDamageMultScale player's incoming damage by this amount. 1 = standard. 1.5 = 150%.
42HC_IsCompanionInNeedOfHealing1 = has entered bleedout 0 = has been healed by player, or after being abandoned by player
43HC_OutgoingDamageMultScale the player's outgoing damage by this amount. 1 = standard. 1.5 = 150%.
44HC_SleepEffectSee globals HC_SE_xxx
45HC_ThirstEffectSee globals HC_SE_xxx
46HealRateMultNOTE - Dogmeat's mult is (re)set to 100 in DogmeatQuest Stage 1 and should be modified there if this default value changes
47IgnoreExplosionKnockdownif not zero on an actor, that actor will never be knocked down by an explosion
48IncendiaryHow close you are to being set on fire
49IntelligenceIntelligence is a measure of your overall mental acuity, and affects the number of Experience Points earned.
50LGND_PerkAV300A "generic" actorvalue that legendary weapon mods apply, that can be used in the entry point calculations. This works because an actor can only have one weapon equipped at a time. This would not work for armor or if we add dual wielding to the game.
51LGND_PerkAV50A "generic" actorvalue that legendary weapon mods apply, that can be used in the entry point calculations. This works because an actor can only have one weapon equipped at a time. This would not work for armor or if we add dual wielding to the game.
52LGND_WeaponAVA "generic" actorvalue that legendary weapon mods apply, that can be used in the entry point calculations. This works because an actor can only have one weapon equipped at a time. This would not work for armor or if we add dual wielding to the game.
53LGND_WeaponConsecutiveHitsIncreases each consecutive hit, resets when spell effect ends. Used for entry point to increase damage.
54LuckLuck is a measure of your general good fortune, and affects the recharge rate of Critical Hits.
55MineTriggerRangeModModifies distance required to set off mines. NOTE: for this actor value to actually do anything, the actor needs to have the associated perk.
56MiscStatRobotHasBeenDisabledUsed to prevent artificially incrementing the sMiscStatRobotsDisabled statistic. Set to 1 the first time player disables this robot.
57MQ206Powered1 or 0 - set last time UpdateBuildingStage was run, used if the teleporter object is unloaded since we can't check power state
58MQ206SharedGrid1 or 0 - set last time UpdateBuildingStage was run, used if the teleporter object is unloaded since we can't check power state
59MQ302Companionset to 1 if I saw the Institute destroyed during MQ302
60overheatingcurrently used in sabotaged turrets.
61PABatteryDamageRateMultiplier on drain inflicted on the power armor fusion core
62PerceptionPerception is your environmental awareness and "sixth sense," and affects weapon accuracy in V.A.T.S.
63ProtectronPersonalityValue0 = Normal 1 = Subway 2 = Police 3 = Fire 4 = Medic 5 = Construction
64ProtectronPodStatus0 = in Pod 1 = Out of Pod
65ReduceLimbDamageModModifies incoming limb damage by this percentage. Example. This value is 15, incoming damage is reduced by 15%. NOTE: for this actor value to actually do anything, the actor needs to have the associated perk.
66RentRoomAVDoes the player currently have a room rented in this actor's inn?
67RoboticsExpertTargetCanSelfDestructSet by robotics expert perk. 0 = robot being jacked is NOT capable of self-destruction
68RoboticsExpertTargetConsciousSet by robotics expert perk. 0 = robot being jacked is unconscious, 1 = conscious
69SentryBotMaxHeatLevelThe Maximum Heat Level for SentryBot
70SpawnedLegendaryItemUsed by Legendary Item scripting to make sure we only spawn an item once per actor/container.
71SpeedMult
72StrengthStrength is a measure of your raw physical power. It affects how much you can carry, and the damage of all melee attacks.
73TemporaryAngerLevel0 == no longer upset 1 == upset (for a short period of time) 2 == extremely upset (for a long period of time) The player recently did something that the Companion did not like. Useful for conditionalizing cheery and happy hellos and idles not to play. 1 happens whenever they take negative affinity, 2 is set for things like murder
74WorkshopAttackSAEFactionused to record SAE_xxx faction value for attacks on workshop NPCs
75WorkshopHideHappinessBarAVTurn off workshop happiness bar if > 0
76WorkshopPlayerLostControlset to 1 when player loses control of a friendly workshop settlement
77WorkshopProhibitRenamedon't add to Provisioner rename alias if > 0

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