References

MWSE functions sometimes need magic numbers to help denote specific types. This page helps to explain what these values mean, and what they are.

Armor Types

ID Armor Type
0 Helmet
1 Cuirass
2 Left Pauldron
3 Right Pauldron
4 Greaves
5 Boots
6 Left Gauntlet
7 Right Gauntlet
8 Shield
9 Left Bracer
10 Right Bracer

Note

xEquipmentList’s returns this value as the subtype for armor objects. Note that the values are increased by one by that function.

Attributes

ID Attribute
0 Strength
1 Intelligence
2 Willpower
3 Agility
4 Speed
5 Endurance
6 Personality
7 Luck

Clothing Types

ID Type
0 Pants
1 Shoes
2 Shirt
3 Belt
4 Robe
5 Right Glove
6 Left Glove
7 Skirt
8 Ring
9 Amulet

Note

xEquipmentList’s returns this value as the subtype for clothing objects. Note that the values are increased by one by that function.

Control Types

ID Type
0 Forward
1 Back
2 Slide Left
3 Slide Right
4 Use
5 Activate
6 Ready Item
7 Ready Magic
8 Crouch/Sneak
9 Run
10 Always Run
11 Auto Run
12 Jump
13 Next Weapon
14 Prev Weapon
15 Next Spell
16 Prev Spell
17 Toggle POV
18 Menu Mode
19 Journal
20 Rest
21 Quick Menu
22 Quick 1
23 Quick 2
24 Quick 3
25 Quick 4
26 Quick 5
27 Quick 6
28 Quick 7
29 Quick 8
30 Quick 9
31 Quick 10
32 Quick Save
33 Quick Load

Magic Effects

ID Effect
0 Water Breathing
1 Swift Swim
2 Water Walking
3 Shield
4 Fire Shield
5 Lightning Shield
6 Frost Shield
7 Burden
8 Feather
9 Jump
10 Levitate
11 Slow Fall
12 Lock
13 Open
14 Fire Damage
15 Shock Damage
16 Frost Damage
17 Drain Attribute
18 Drain Health
19 Drain Magicka
20 Drain Fatigue
21 Drain Skill
22 Damage Attribute
23 Damage Health
24 Damage Magicka
25 Damage Fatigue
26 Damage Skill
27 Poison
28 Weakness to Fire
29 Weakness to Frost
30 Weakness to Shock
31 Weakness to Magicka
32 Weakness to Common Disease
33 Weakness to Blight Disease
34 Weakness to Corprus Disease
35 Weakness to Poison
36 Weakness to Normal Weapons
37 Disintegrate Weapon
38 Disintegrate Armor
39 Invisibility
40 Chameleon
41 Light
42 Sanctuary
43 NightEye
44 Charm
45 Paralyze
46 Silence
47 Blind
48 Sound
49 Calm Humanoid
50 Calm Creature
51 Frenzy Humanoid
52 Frenzy Creature
53 Demoralize Humanoid
54 Demoralize Creature
55 Rally Humanoid
56 Rally Creature
57 Dispel
58 Soultrap
59 Telekinesis
60 Mark
61 Recall
62 Divine Intervention
63 Almsivi Intervention
64 Detect Animal
65 Detect Enchantment
66 Detect Key
67 Spell Absorption
68 Reflect
69 Cure Common Disease
70 Cure Blight Disease
71 Cure Corprus Disease
72 Cure Poison
73 Cure Paralyzation
74 Restore Attribute
75 Restore Health
76 Restore Magicka
77 Restore Fatigue
78 Restore Skill
79 Fortify Attribute
80 Fortify Health
81 Fortify Magicka
82 Fortify Fatigue
83 Fortify Skill
84 Fortify MaximumMagicka
85 Absorb Attribute
86 Absorb Health
87 Absorb Magicka
88 Absorb Fatigue
89 Absorb Skill
90 Resist Fire
91 Resist Frost
92 Resist Shock
93 Resist Magicka
94 Resist Common Disease
95 Resist Blight Disease
96 Resist Corprus Disease
97 Resist Poison
98 Resist Normal Weapons
99 Resist Paralysis
100 Remove Curse
101 Turn Undead
102 Summon Scamp
103 Summon Clannfear
104 Summon Daedroth
105 Summon Dremora
106 Summon AncestralGhost
107 Summon SkeletalMinion
108 Summon Bonewalker
109 Summon GreaterBonewalker
110 Summon Bonelord
111 Summon WingedTwilight
112 Summon Hunger
113 Summon GoldenSaint
114 Summon FlameAtronach
115 Summon FrostAtronach
116 Summon StormAtronach
117 Fortify Attack
118 Command Creature
119 Command Humanoid
120 Bound Dagger
121 Bound Longsword
122 Bound Mace
123 Bound BattleAxe
124 Bound Spear
125 Bound Longbow
126 EXTRASPELL
127 Bound Cuirass
128 Bound Helm
129 Bound Boots
130 Bound Shield
131 Bound Gloves
132 Corprus
133 Vampirism
134 Summon Centurion Sphere
135 Sun Damage
136 Stunted Magicka
137 Summon Fabricant
138 Call Wolf
139 Call Bear
140 Summon Bonewolf
141 sEffectSummonCreature04
142 sEffectSummonCreature05

Note

The attribute- and skill-affecting effects are often paired with a specific attribute or skill in function calls. See the associated tables below for their values.

Magic Effects Flags

Value Meaning
1 Targets skill.
2 Targets attribute.
4 No duration.
8 No magnitude.
16 Harmful.
32 Continuous VFX.
64 Cast self.
128 Cast touch.
256 Cast target.
512 Valid for spellmaking.
1024 Valid for enchanting.
2048 Negative lighting.
4096 Applied once.
8192 Stealth.
16384 Non-recastable.
32768 Illegal daedra.
65536 Unreflectable.
131072 Caster linked.

Note

Negative lighting does not appear to have any effect.

Object Types

Value Code Meaning
1230259009 ACTI Activator
1212369985 ACTI Alchemy
1330466113 AMMO Ammunition
1095782465 ACTI Apparatus
1330467393 ARMO Armor
1263488834 BOOK Book
1414483011 CLOT Clothing
1414418243 CONT Container
1095062083 CREA Creature
1380929348 DOOR Door
1380404809 INGR Ingredient
1129727308 LEVC Levelled Creature
1230390604 LEVI Levelled Item
1212631372 LIGH Light
1262702412 LOCK Lockpick
1129531725 MISC Misc Item
1598246990 NPC_ NPC
1112494672 PROB Probe
1095779666 REPA Repair Item
1414546259 SCPT Script
1195658835 SNDG Sound Generator
1279610963 SPEL Spell
1413567571 STAT Static
1346454871 WEAP Weapon

Note

The AMMO object type is for arrows and bolts only, even though these usually show up in the weapons tab of the Construction Set. Thrown weapons do not have this type.

Skill Types

ID Type
0 Major
1 Minor
2 Miscellaneous

Skills

ID Skill
0 Block
1 Armorer
2 Medium Armor
3 Heavy Armor
4 Blunt Weapon
5 Long Blade
6 Axe
7 Spear
8 Athletics
9 Enchant
10 Destruction
11 Alteration
12 Illusion
13 Conjuration
14 Mysticism
15 Restoration
16 Alchemy
17 Unarmored
18 Security
19 Sneak
20 Acrobatics
21 Light Armor
22 Short Blade
23 Marksman
24 Mercantile
25 Speechcraft
26 Hand to Hand

Schools

ID School
0 Alteration
1 Conjuration
2 Destruction
3 Illusion
4 Mysticism
5 Restoration

Specialization Types

ID Specialization
0 Combat
1 Magic
2 Stealth

Weapon Types

ID Weapon Type
0 Short Blade One Hand
1 Long Blade One Hand
2 Long Blade Two Close
3 Blunt One Hand
4 Blunt Two Close
5 Blunt Two Wide
6 Spear Two Wide
7 Axe One Hand
8 Axe Two Hand
9 Marksman Bow
10 Marksman Crossbow
11 Marksman Thrown
12 Arrow
13 Bolt

Note

xEquipmentList’s returns this value as the subtype for weapon objects. Note that the values are increased by one by that function.