Tes5Mod:Actor Value Indices

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
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.


 
 
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.

Commands
Altering Skills or Attributes
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
To view your skills or attributes, the command is:
: 

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

Specific examples
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   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:
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SkillAdvance Values
The various   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.

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:
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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   command together with the   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   to decrease the relevant skill by one, then use   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   command to determine how many skill points it takes to reach the same amount of progress.

Common Uses
Setting a skill to 0
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,   and   will work normally from that point.

Breaking the level cap (pre 1.9)
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.
: 

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.

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