# ForceActorValue

**Syntax:**

[ActorID.]ForceActorValueStatNamevalue[ActorID.]ForceAVStatNamevalue

**Example:**

ForceActorValue Health 50

ForceActorValue modifies the current stat to the specified value (not to be confused with SetActorValue, which changes the BASE value of the stat). The equivalent of:

Short modParameter Set modParameter to ( 50 - GetActorValue Health ) ModActorValue Health, modParameter

Because the GetActorValue function returns the current state, including all spell effects, damage, and other ModActorValue numbers, ForceActorValue will produce different ModActorValue results at different times.

Note that like ModActorValue, when used in a script this change is permanent. See ModActorValue for discussion of how this works.

## Notes[edit | edit source]

You should never use ForceActorValue - instead, use ModAV to adjust the stat to the required value. If several mods make changes to the same value at the same time, and one of them uses ForceAV the stat is likely to end up irrevocably altered. For example:

- An actor has a starting Strength of 50.
- Mod 1 records 50 as the starting strength, and uses ForceAV Strength 70 to increase their strength by 20.
- Mod 2 uses ModAV Strength 20 to further increase their strength by 20, to 90.
- Mod 1's effect ends, and it uses ForceAV Strength 50 to return the actor's strength to the recorded starting value of 50.
- Mod 2's effect ends, and it uses ModAV Strength -20 to remove the 20 strength it added. This gives a total value of 30.
- The actor now has Strength 30, and neither Mod 1 nor Mod 2 will fix it.

## See Also[edit | edit source]