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About this mod
The fastest and lightest overhaul ever made
- Requirements
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Nexus requirements
Mod name Notes Unofficial Skyrim Legendary Edition Patch Off-site requirements
Mod name Notes SKSE Skyrim 1.9.32.0.8 with all DLC - Permissions and credits
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Credits and distribution permission
- Other user's assets All the assets in this file belong to the author, or are from free-to-use modder's resources
- Upload permission You are not allowed to upload this file to other sites under any circumstances
- Modification permission You are not allowed to modify my files, including creating bug fixes or improving on features under any circumstances
- Conversion permission You are not allowed to convert this file to work on other games under any circumstances
- Asset use permission You are not allowed to use assets from this file under any circumstances
- Asset use permission in mods/files that are being sold You are not allowed to use assets from this file in any mods/files that are being sold, for money, on Steam Workshop or other platforms
- Asset use permission in mods/files that earn donation points You are not allowed to earn Donation Points for your mods if they use my assets
Author notes
Authors can translate the mod in whatever language without asking for permission first.
Authors can provide compatibility patches without asking for permission first.File credits
This author has not credited anyone else in this file
Donation Points system
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Translations
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No translation available on the Nexus
- Mirrors
- Changelogs
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Version 2.14
- - synchronization for USLEEP 3.0.13a
- added MCM option to disable Mimicked Perks on NPC
- added MCM option to disable the extra damages dealt by Guards
- separated the tweaks for Player, NPC and both Player and NPC under three different MCM pages
- extended MCM options descriptions
- nerfed the 3x weaknesses of creatures to 2x
- succesfully harvesting ingredients from plants is 15% harder
- a 90 Alchemy skill is required to succesfully harvest ingredients 100% of the time
- decreased Giants heights to accomodate creature mods placing them in interiors
- added sanity checks as workarounds for NPC that do not spawn properly and get twice the speed penalties
- added MCM option to enable a Power that allows to set the proper carry weight and movements speed for modded followers that run on their own framework
- followers carry weight is displayed in the followers dialogue
- added MCM option to disable kill cams
- the Skeleton Key bypasses Lockpicking skill requirements
- the Steed Stone won't bypass armor skill requirements but it will halve the material-based speed penalties
- added MCM option to show a drinking animation when using potions
- NPC can use potions to heal themselves
- NPC flee when low on Health only if they don't have any Healing potions left, otherwise they fight to the death
- furtherly extended resistances and weaknesses of creatures
- slightly decreased the material-based movements speed for heavy armor and boots
- fixed an issue with Dragonscale Shields not displaying the skill requirements message
- furtherly extended Debug features
- added MCM option to disable skills increases when running in a full armor set
- fixed an issue with decreased potency and price of crafted potions if ingredients were selected in the 'wrong' order
- fixed an issue with Ancano, Kematu and Tolfdir potentially failing their spells
- speeds and maximum ranges of arrows depend on their material
- added MCM option to disable warning messages regarding low-skilled followers
- fixed incomplete description of the 2nd rank of the Barbarian perk
- added MCM option to enable crossover skills once the player reaches 20 in the 'main' skill:
One-Handed slightly increases Two-Handed
Two-Handed slightly increases One-Handed
Block slightly increases Light Armor and Heavy Armor
Light Armor slightly increases Heavy Armor and Sneak
Heavy Armor slightly increases Light Armor and Block
Enchanting slightly increases Alteration, Conjuration, Destruction, Illusion and Restoration
Smithing slightly increases Light Armor, Heavy Armor, One-Handed, Two-Handed, Archery and Block
Sneak slightly increases Light Armor and Pickpocket
Pickpocket slightly increases Sneak
All magic skills slightly increase each other
- fixed an issue with the Mercy Stroke perk improperly targeting the player as well
- fixed an issue with a few penalties not taken into account by the fix for the ability condition bug
- fixed a mind boggling bug that on a random basis caused Bosmer to get stuck with +30% weaponspeedmult with any kind of weapon if they changed location within 1 second after having equipped a bow; part of the fix involved removing the Bosmer ability to draw bows faster than any other race
- Ghosts don't flee in fear anymore when low on health
- fixed an exploit that could allow to buy Spell Tomes at vanilla prices
- fixed an issue with the Elemental Walker and Elemental Protection perks not properly targeting magical traps
- added MCM option to disable armors ratings scaling to armors skills
- added MCM option to disable armors ratings scaling to armors materials
- added MCM option to disable weapons damages scaling to weapons materials
- added MCM option to disable resistances and weaknesses for creatures
- fixed an issue with temporary and permanent followers that caused them to deal damages not in line with their skills
- further addition of 45 hidden variables to fine tune alchemy, armor ratings, weapons ranges, lockpicking, training, economy etc for a total of 74 hidden settings -- not available in MCM, can be displayed with 'help YASH2_req', 'help YASH2_mnt', 'help YASH2_eco'
- the Companions questline is a bit longer and requires more work to enter the Circle
- the door to the final chamber of Dustman's Cairn won't lock behind you anymore
[if you are coward enough to escape without your Companion, he/she will eventually escape as well]
- Dawnguard is delayed to level 25
- Vampire attacks in towns start at level 24
- Dragonborn is delayed until the player meets Paarthurnax
- Cultists attacks in towns are delayed to level 30
- fixed an issue with an Archery damage bonus of the Bosmer race
- Skooma makes you run even faster
- venom effects last longer
- incendiary arrows are more powerful
- practice dummies can be used to train Block up to lvl 15 if bashed with a shield
- added MCM option to disable AI dodging
- added MCM option to set magic scaling to 150%
- fixed an issue with skills requirements not setting the proper damages at game load until an UI element is open
- fixed Nordic and Stalhrim weapons not taken into account by skills restrictions
- locked several chests to Novice level
- added MCM option to disable Lockpicking skill requirements
- added MCM options to disable magic skills scaling
- added a minimum required distance from practice targets which increases as the Archery skill increases
- added MCM option to disable skills requirements
- added MCM option to disable spells failure
- added MCM option to set enchantments magnitudes and durations to vanilla
- fixed an issue with the Rattles disease that could cause Stamina to not regen at all
- added MCM option to disable the bonus perk point every 20 skill levels
- added MCM option to enable debug messages
- fixed an issue with crafted potions losing the * prefix on game reload
- added MCM option to disable melee and archery skills scaling
- fixed an issue with the Quick Reflexes perk absorbed by Spell Absorption
- fixed an issue with lock bashing alarms that allowed the player to bash locks open without being discovered
- fixed an issue with low skilled followers that required the player to either fast travel or reload the game to refresh their penalties as they level up
- fixed an issue with magic kill cams not triggering properly when using Concentration type spells
- added checks to make sure the game is properly YASH'ed on the next run if the player saves the game when YASH'ing and quits to desktop
- fixed an issue with the Painbringer perk granting 3x damage at full health 100% of the time instead of 33%
- fixed a cosmetic issue with command console, MoreHUD or other means to check NPC stats so that they won't show anymore 1100 lvl NPC [it was meaningless anyway]
- added further checks to properly set initial skills when using alternate start mods that allow you to start as a vampire
- added conditions to Mutilate, Skullcrusher and other offensive melee perks so that they now require that both the player and the targeted NPC are in combat for the perks to take effect
- fixed a cosmetic issue with the Executioner perk slightly uncentered in the skills tree
- added further checks to the spells failure feature so that the spell level is now taken into account, i.e. Novice spells won't fail at 25 skill level and above
- fixed an issue with spells failure stopping working on the player upon becoming a vampire
- added the ability to configure skills requirements levels for weapons and armors via 25 global variables using console commands such as "set YASH2_ReqEbony to 50" [these are advanced settings that will be not available in the MCM menu]; also, Iron now defaults to 10
- added MCM option to enable test mode: sets all skills to 100 and adds 255 perk points
- added conditions to One-Handed, Two-Handed, Block, Light Armor and Heavy Armor skills so that they now increase in a more linear way in the 0-15 range
- added thousands of non-scripted spawn points for several creatures and NPC
- fixed a rare issue with armor speed penalties that allowed the player to run at normal speed if armor was removed when wearing boots too heavy for the current skill
- added a runtime check to warn the player if other mods are overriding the race records
- speed penalties applied to non-skilled actors for armor and boots are now differentiated in regard to armor type, a total of -33% for Heavy and a total of -20% for Light. Both add to the different materials speeds
- added checks to material-based speeds so that boots are now also taken into account
- fixed an issue with Exhausted and Weakened effects improperly affecting bows
- added Exhausted, Weakened, Vulnerable and Debilitated effects to the active effects list
- reorganized the MCM menu
- tweaked armor ratings in regard to armor skills progression
- fixed a very rare issue with Arvel the Swift being cut down by the spiders in the nearby room before the player could reach him -- they're gone now
- - synchronization for USLEEP 3.0.13a
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Version 2.2
- - fixed hirelings, horses and houses costs not displaying the actual costs in dialogues
- tweaked unarmed reaches for all races
- reduced all melee weapons ranges
- - fixed hirelings, horses and houses costs not displaying the actual costs in dialogues
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Version 2.1
- - synchronization for USLEEP 3.0.7
- fixed follower skills dialogue
- skills level ups speeds, combat AI, economy and items spawn chances are now set at runtime and can be reverted to vanilla via MCM
- more records are removed from the ESP and managed at runtime
- - synchronization for USLEEP 3.0.7
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Version 2.0
- - removed all weapons and armors records, which are now altered at runtime, modded weapons and armors included
- also removed the following records, which are now altered at runtime: global variables, skill books names, spell tomes weights and prices, ingredients weights, miscellaneous items weights, potions weights, ore veins resources, ores and ingots weights, scrolls effects, shouts magnitudes and recovery times, traps effects, altars blessings durations and magnitudes, poisons and diseases effects, sounds attenuations, Flora and Tree ingredients, HMS Potions timed effects, uncommon plants
- implemented a more advanced YASHer over v1
- added MCM menu
- unified all NPCs perks under 1 perk
- unified all races abilities under 1 spell
- NPC variants won't have mismatched bodies/faces anymore
- removed combat styles from the ESP to leave more room to combat mods; YASH2 AI is now completely set via gamesettings branch
- speed penalty when swimming is reduced from 50% to 33% to take into account a difficult counter current water flow in Forgotten Vale
- the toll demanding bandit at Valtheim Towers won't be silent anymore
- reduced all melee weapons reach [not touching weapons records at all]
- removed experimental actors poller for the upcoming SSE due to AddPerk() being broken as well in SSE [thanks, Beth]
- added a separate MCM page to tweak settings: disable stamina drain while running, disable stamina drain when using melee weapons, disable low HMS regeneration in bad weather conditions, disable ranged weapons accuracy in bad weather conditions, disable stamina drain when swimming, disable speed penalties when swimming, disable low weapons damage and speed when weakened or exhausted, disable penalties to poisons and diseases resistances when weakened, disable enchantments scaling to Enchanting skill, disable bonus armor protection when wearing a full set of armor
- enchanted items magnitudes and durations scale to the Enchanting skill
- circumvented a long time issue: when dual wielding, if you can't wield properly a weapon in one hand the speed penalty won't affect anymore the speed of the weapon you *can* wield properly in the other hand
- - removed all weapons and armors records, which are now altered at runtime, modded weapons and armors included
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Version 1.37
- - crossbows weren't detected properly by the low skills messages system
- damage penalties are now proportional to skills
- Daggers can be used to bash locks open up to Apprentice lock level, provided you have the required 1H skill [75 for Novice, 100 for Apprentice]
- Swords, Maces and War Axes can be used to bash locks open up to Adept lock level, provided you have the required 1H skill [50 for Novice, 75 for Apprentice, 100 for Adept]
- 2H weapons can still be used to bash locks open up to Expert level, provided you have the required 2H skill [25 for Novice, 50 for Apprentice, 75 for Adept, 100 for Expert]
- The Notice Board NPCs won't be hostile anymore
- NPCs shouldn't be able anymore to dodge arrows like ninjas
- staffs magnitudes scale to Enchanting skill [don't really like this, will probably remove it in stable]
- first steps towards YASH2: added a scheduler; the script previously attached to DOOR and CONT forms is now inert and all DOOR and CONT related forms are removed from the ESP;
lock bashing and lockpicking requirements are now handled dynamically through reference aliases picked at runtime, meaning that any kind of mod-addded locked door or container will be affected
- further step towards YASH2: only HMS potions are renamed, other potions are reverted back to vanilla names
- Skill books names, spell tomes weights and prices, most ingredients weights, misc items weights and potions weights are now changed at runtime
This is done only once per game run, meaning that if you die and reload a save, either during the same game session or quitting to main menu,
the game will be already YASH'ed. Users testing this beta must remove YASH_RenamedSkillBooks.esp from their Data directory or a double renaming will occur.
Related skill books records are already removed from YASH_AllOptionals.esp.
- - crossbows weren't detected properly by the low skills messages system
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Version 1.36
- - attack damage with melee weapons and bows is reduced when Health is low ["Weakened" effect]
- attack damage with melee weapons and bows is reduced when Stamina is very low ["Exhausted" effect]
- magicka and stamina regeneration rates are reduced when Health is low ["Debilitated" effect]
- poison and disease resistances are reduced when health is low ["Vulnerable" effect]
- merged food effects descriptions into their vanilla HMS categories
- gods blessings cost 5 gold and last longer
- decreased the chance to find high-leveled loot
- all kind of loot is more scarce
- several tweaks to economy and merchant inventories
- major rework of enemies AI
- Spiders and Chaurus are immune to venoms
- Bosmer Conjurers couldn't really conjure anything due to their too low magicka pool
- added perks to all NPC variants
- added vanilla perks to vanilla NPC templates
- Stamina drains more quickly when swimming
- all attributes regenerate slower in bad weather conditions: slightly slower when it's raining and even more slowly when it's snowing
- due to low visibility in bad weather conditions, accuracy and subsequent damage with ranged weapons is slightly reduced when it's raining, and even more reduced when it's snowing
- synchronization for USLEEP 3.0.6
- - attack damage with melee weapons and bows is reduced when Health is low ["Weakened" effect]
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Version 1.35
- - weapons speed penalty is decreased from 20% to 10%
- spells failure is now set to the base magic school skill, ignoring temporary boosts [spells still scale to boosted skills]
- 4 leveled lists had the Daedric loot chance set to the wrong percentage
- Afflicted equipment was more valuable than intended
- food and drinks effects magnitudes stacked to values higher than intended
- initializing messages upon starting a new game are now moved to Papyrus logs
- incendiary arrows lacked the fire damage description
- incendiary arrows couldn't ignite oil slicks [non-retroactive fix]
- tweaked Rested, Well Rested, Lover's Comfort and Dragonslayer's Blessing
- Chaurus Venom can be extracted from Chaurus
- - weapons speed penalty is decreased from 20% to 10%
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Version 1.34
- - jump height and unarmed damage are now race dependent
- tweaked unarmed damage for all non-humanoid races
- Skooma now boosts movements speed and damages stamina regen
- the 6th rank of the Enchanter perk had the wrong race conditions
- the 6th rank of the Sneak perk lacked the proper race conditions
- Erandur's Destruction skill was too low, risking Waking Nightmare quest to fail
- Pickpocket chances scaled too fast to the skill level
- inadvertently disabled NPC "true yield" in 1.33
- - jump height and unarmed damage are now race dependent
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Version 1.33
- - removed vanilla attributes offsets from vampires to set their HMS to more reasonable values
- improved skill requirements detection in a few scripts
- - removed vanilla attributes offsets from vampires to set their HMS to more reasonable values
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Version 1.32
- - Poisoners lacked the ability to actually poison the player
- the Dwarven Smithing skill requirement was wrong
- fixed Smithing Tree perks positions
- 8 lockpicks can be crafted at the forge using 1 Iron Ingot
- reduced the chance to find gems in ore veins
- the Draugr Honed required skill message was wrong
- fixed a bug with radiant Mercenaries behavior
- Kvenel was too weak
- friendly NPCs allow you to take less valuable items
- synchronization for USLEEP 3.0.5
- - Poisoners lacked the ability to actually poison the player
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Version 1.31
- version advancement to allow proper Nexus reuploading
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Version 1.30
- - added a dialogue option to ask followers about their skills
- added perks to a few NPC
- made sure Bandit Chiefs are more powerful than their Marauder counterparts
- Resin can be harvested from Pines and used to craft Incendiary Arrows
- synced the Argonian loading screen text with the actual Histskin power
- further sync with USLEEP
- YASH_UnleveledLoot.esp now depends on YASH.esp and can't be used anymore as a standalone mod, unless it's cleaned from the YASH.esp master
- The ability to search uncommon plants is not based on sheer luck anymore, it now scales to Alchemy skill just like with vanilla plants. The chance to find hidden little treasures is still there.
- based the carry weight bonus at level up for followers on their level instead of the player level, to mimic bonuses they should have gained before meeting you whenever you acquire a follower that has a starting level greater than yours -- applies to custom followers as well
- increased by 50% the amount of salt in the entire world
- Hired Thugs aren't sent after you anymore if you steal without being detected
- added sound FXs to notification messages
- removed non-voiced NPC variants from the random Challenger template
- Magic Resistance and Stability do not have perk requirements anymore
- furtherly extended the in-game help
- further tweaks to merchants inventories
- removed helmets from Redoran Guards
- narrowed down the compatibility patches to strictly essential records only, to give priority to other mods mechanics
- practice dummies and targets can now help you train up to skill level 15
- city guards are more powerful
- the Stones of Barenziah do not float anymore in the air when you drop them
- disabled vanilla interface tutorials via INI fragment
- Unhindered and Conditioning perks didn't have the proper effect on movements speed
- reworked humanoid NPC attributes and outfits to focus on armor protection over health
- Horker meat doesn't restore Magicka anymore, it restores Health instead [this was part of an internal joke past its prime]
- reworked cooked food recipes
- some cooked food recipes erroneously made their way into YASH_SmithingRecipes.esp
- - added a dialogue option to ask followers about their skills
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Version 1.29
- - decreased favors rewards
- Valdr didn't really need any max level boost
- Mirmulnir is supposed to be weak but he was weaker than intended
- further tweaks to leveled lists
- - decreased favors rewards
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Version 1.28
- - fixed a bug in a script that allowed perk points to be assigned indefinitely
- revised the perks requirements
- a few followers lacked proper perks
- all temporary and permanent followers now stop leveling at lvl 50
- a few records in child ESPs were not in sync with the master
- spells used by NPC variants weren't properly unleveled
- - fixed a bug in a script that allowed perk points to be assigned indefinitely
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Version 1.27
- - bandits have lower health and lower chance to use valuable weapons
- reduced the chance for high leveled bandits to spawn
- fixed a bug in a script that prevented Speech to assign bonus perk points
- fixed a bug with the Steady Hand perk not working properly at the first rank
- the Dawnguard armor required skill was wrong
- Miraak was slightly weaker than intended
- replaced the Hunting Bow in the rack outside Angi's shack with a Long Bow
- Angi's practice targets don't cause anymore skill limit messages to be displayed when Angi is training the player
- Angi's bow does more damage to animals
- furtherly extended the in-game help
- fixed typos in the in-game help, loadscreens and powers descriptions
- the giant attacking the farm outside Whiterun is more resilient
- rrandom encounter NPCs are more skilled and resilient
- further tweaks to races stats
- further tweaks to leveled lists
- messages regarding Enchanting concentration do not appear anymore when trying to use the enchanters in combat
- Bleak Falls Barrow is now more crowded [and harder] and serves as a warning to inexperienced characters who wish to embark on the MQ too early
- defeating Alduin is easier atop the Throat of the World and harder in Sovngarde
- a typo in a script caused Sneak increases to improperly increase weapons speed as well
- casting Ice Spikes doesn't make you deaf anymore [7dB attenuation]
- improved A LOT the performance of the spells failure feature for NPCs, meaning that their spells will fail more often
- raised initial stats for Faendal
- Tolfdir has less chance to fail his spells during First Lessons
- raised skills increase speed from 50% to 66% to allow slightly faster level ups
- all followers have now the required skills to use their default equipment right from the start
- introducing NPC variants: Spellsword, Berserker, Battlemage and others. They chose a life of crime and live among bandits. They appear very rarely and you want to keep it this way
- damage you deal with weapons you are not skilled with is now raised from 1/10 to 1/5 [ofc this applies to NPCs as well]
- YASH_UnleveledEnemies.esp now depends on YASH.esp and can't be used anymore as a standalone mod, unless it's cleaned from the YASH.esp master
- - bandits have lower health and lower chance to use valuable weapons
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Version 1.26
- - restored the "no health regen in combat" feature because of NPC health regen completely broken in the CK
- altered NPC stats through race records as another step towards compatibility
- bonus perk points are now added by all skills to allow very specific character builds
- removed the classes system
- open bosses chests are now locked to Novice level
- the message informing the player that the Elven Armor required skill is reached was displayed at the wrong skill level
- furtherly tweaked the leveled lists collection
- fixed Histskin by completely restoring health
- improved performance of a couple of scripts
- Malkoran's Shade was too weak in comparison to the other Corrupted Shades
- in 1.24 the female Imperial Captain in Helgen had accidentally her skill boosts set to vanilla values
- - restored the "no health regen in combat" feature because of NPC health regen completely broken in the CK
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Version 1.25
- synchronization for USLEEP 3.0.4a
- reduced the chances for blacksmiths to sell valuable weapons and armors
- reduced the chances for low leveled bandits to use valuable weapons and armors
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Version 1.24
- - save for a few exceptions, NPC do not get health boosts anymore in comparison to vanilla. They get skill boosts instead
- bonus perk points are now assigned every 20 skill levels instead of 25
- bonus perk points weren't properly assigned when leveling Smithing
- messages regarding skills not met now include the required skill level
- Elven Armor required skill was incorrectly set to 30 instead of 50 [DOH!]
- fixed a bug with a few skills not increasing at the intended rate
- at the end of the Dark Brotherhood quest Cicero skill was too low to use his weapon effectively
- carry weight bonuses weren't assigned to vampire players and followers when leveling up
- Argonians do not suffer speed penalties anymore when swimming
- a few minor records were not imported properly from USLEEP
- Khajiit run slightly faster [was +15%, it's now +20%]
- restored health regeneration in combat [it's now set to a very low value] to enforce one of the three golden rules
- the Juggernaut 6th rank was incorrectly set to another perk
- - save for a few exceptions, NPC do not get health boosts anymore in comparison to vanilla. They get skill boosts instead
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Version 1.23
- boss chests and dragons contain more loot to make the game more rewarding
- chickens incorrectly gained health boosts in 1.21 [lol]
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Version 1.22
- fixed a stupid mistake in a leveled list
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Version 1.21
- - YASH difficulty is now rebalanced so it doesn't need ASIS increased spawns anymore
- further synchronization with USLEEP leveled lists
- improved the leveled lists generation algorithm to spread loot and NPC more proportionally to value/power
- boss containers didn't contain the intended amount of loot
- doubled the magnitude of food/drinks effects and raised the soft cap of all effects to 100
- removed gold from skeletons in Helgen
- all skeletons carry only 2 gold [enough to pay the trip to Sovngarde!]
- locks that have to be picked to proceed through the Thieves Guild main quest are now set to Novice level
- Mercer Frey, Karliah and Brinjolf skills were too low to use their weapons effectively
- CW Stormcloaks do not wear full helmets anymore
- - YASH difficulty is now rebalanced so it doesn't need ASIS increased spawns anymore
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Version 1.20
- further tweaking to leveled lists
- added version tracking via script
- fixed a typo in a loading screen
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Version 1.19
- Fixed a bug with guards walking barefoot
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Version 1.18
- reduced leveled lists entries from 200 to 100 to give more room to other mods
- fixed crash on save when Immersive Armors is installed
- added Stats bash tag
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Version 1.17
- Synchronization for USLEEP 3.0.3
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Version 1.16a
- A record in the quest Filial Bonds wasn't imported properly from the UDBP.
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Version 1.16
- Added messages to inform the player if the followers are equipping weapons, armor or shields they're not skilled with.
Practice targets don't increase Marksman skills if the player is too close to the target.
Modified perk ranks requirement from 10, 25, 50, 75, 100, 100 to 10, 20, 30, 50, 75, 100 for better character progression.
Unique items are unleveled and always the most valuable in the lists.
Synchronization for all unofficial patches to version 2.0.6.
3 leveled lists were present in YASH_UnleveledLoot.esp but not in YASH_AllOptionals.esp.
Fixed a bug with the female Breton mage loadscreen appearing too often.
- Added messages to inform the player if the followers are equipping weapons, armor or shields they're not skilled with.
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Version 1.15a
- Quick synchronization hotfix for a last minute USKP fix.
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Version 1.15
- Detached YASH_UncommonPlants.esp from the main ESP for users that do not like the ability to harvest all plants.
Greatly extended the Readme.
Added pickaxes and woodcutter's axes to blacksmiths inventories.
Further increased arrows and bolts speeds.
Removed injected records in the main ESP.
Greatly improved and refined the leveled lists sets for both items and NPC.
Spriggans and Vampires are now harder.
Increased Bandits and Draugr skills.
Furtherly tweaked the stamina drain for shield bashing and torch bashing.
Most skills now grant a bonus Perk Point at 25, 50, 75 and 100 skill levels to compensate the additional perk ranks.
Summons are now weaker to compensate the Triple Souls perk.
Decreased Mudcrabs reach.
Fixed a bug with a few chests not containing the right amount of jewelry.
Adding torches to merchants inventories in 1.03 didn't actually do anything at all due to them being not saleable LIGH form types -- they are now properly added via script.
Scrolls costs weren't proportional to their upgraded powers.
A few death items lists erroneusly made their way into both YASH_AllOptionals.esp and YASH_UnleveledLoot.esp. They are now back into YASH.esp.
A few soups had the wrong costs and the wrong effects durations.
Hearthfire food recipes were present in YASH_AllOptionals.esp but they were not in YASH_FoodsAndDrinks.esp.
Iron Swords speeds were erroneously hard set to 0.75.
Daedric stuff had the wrong spawn chance causing it to be too hard to find.
Stalhrim armors lacked the proper rating improvements over vanilla.
A few Silver and Quicksilver ore veins didn't give the proper amount of ore.
The Gauldur Amulet and its fragments stats were not properly boosted.
All bows lose the "NPC use ammo" flag in 1.13, thus allowing NPC to shoot arrows indefinitely.
the Alchemy skill didn't affect properly the harvesting chance.
Skeletons and Shades lacked the proper perk for melee scaling.
Armor skills didn't scale properly to the skill level.
- Detached YASH_UncommonPlants.esp from the main ESP for users that do not like the ability to harvest all plants.
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Version 1.14
- Nerfed down the NPC magic scaling to take into account ASIS automatic perks and spells.
- Removed the unnecessary Leveled Spells list.
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Version 1.13
- Fixed a bug with the Skeever race being erroneously twice healthy than intended.
- Fixed a bug with the Twin Souls perk not being properly upgraded to Triple Souls as it was intended.
- Fixed a bug with the Elemental Perk description mentioning the wrong spell damage absorption.
- Fixed a bug with both Mirmulnir and Alduin being more powerful than intended.
- Armors and weapons didn't spawn with the correct rate due to a devastating bug in the xEdit scripts internal editor.
- Removed a number of unnecessary leveled lists from the Leveled NPC branch.
- Increased the scrolls power by an average 4x.
- Decreased the stamina drain for shield bashing and torch bashing.
- Increased the spawn chance for the valuable loot.
- Lowered the spawn chance for the harder enemies.
- Improved the skills requirements feature by removing a few unnecessary material conditions.
- Added more gameplay hints to the Help menu.
- Removed the fixed difficulty setting to enforce the strict "vanilla feeling" rule uniformly.
- Splitted the mod in several parts for the sake of modularity.
- Various synchronizations for USKP 1.3.2.
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Version 1.12
- Reintroducing spells failure using animations detection.
- Decreased the leveled lists entries count to leave more room for other mods.
- Added material based speeds for all weapons and armors.
- Just like practice targets, practice dummies can now be used to increase Archery.
- Fixed a bug with the Mage standing stone not properly boosting the spells magnitude.
- Fixed a rare bug with the messages system improperly informing the player he wasn't skilled with the weapon equipped.
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Version 1.11
- Temporarily disabled the spells failure mechanism due to a broken CK condition.
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Version 1.10
- The player doesn't have to reequip weapons and armors anymore to update their effectiveness once he reaches the required skill.
- Fixed a typo in a few skill books titles. "Conuration" > "Conjuration".
- Fixed a bug with trainers and skill books not increasing the skills properly when the player is equipping weapons or armors he's not skilled with.
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Version 1.09
- Practice dummies can now be used to train Destruction up to skill level 10.
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Version 1.08
- Synchronization for Skyrim 1.9.32.0.8.
- Removed an unused perk entry introduced by a previous USKP version.
- Fixed a bug in the economy system that caused Speechcraft to increase too quickly.
- Fixed an issue with the spell failure mechanics that allowed spells to be always casted regardless of the actor skill.
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Version 1.07
- Synchronization for Skyrim 1.9.29.0.8 and the Unofficial Patches.
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Version 1.06
- Fixed a bug with the jewelry smithing recipes requiring the wrong items amounts.
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Version 1.05
- Altered the Lover Stone so that it now increases the skills effectiveness.
- Practice dummies can now be used to increase 1H, 2H and Archery up to skill level 8.
- Ivy and a number of uncommon Solstheim plants lacked the proper ingredients list-
- Added a skill monitoring perk to reduce the skill increases with weapons and armors the actor is not skilled with.
- The Well Being potions added by DB lacked the appropriate duration.
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Version 1.04
- Added a symbolic cost of 1 gold to altar blessings.
- Added more gameplay hints into loading screens.
- Enhanced all shout powers.
- Added a further rank to the Eagle Eye perk.
- Fixed a bug with the Sneak skill increasing faster than intended.
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Version 1.03
- Boosted City Guards, Stormcloaks and Imperial Soldiers stats to balance bandits and vampires increased spawns.
- Added torches to merchants and blacksmiths inventories.
- The vanilla AlchemySkillBoosts perk was incorrectly applied to the player only, thus breaking rule #1
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Version 1.02
- Fixed a typo in a leveled list that affected quest rewards.
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Version 1.01
- Fixed a stupid bug that prevented lock levels to be detected correctly.
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Version
- - crossbows weren't detected properly by the low skills messages system
- damage penalties are now proportional to skills
- Daggers can be used to bash locks open up to Apprentice lock level, provided you have the required 1H skill [75 for Novice, 100 for Apprentice]
- Swords, Maces and War Axes can be used to bash locks open up to Adept lock level, provided you have the required 1H skill [50 for Novice, 75 for Apprentice, 100 for Adept]
- 2H weapons can still be used to bash locks open up to Expert level, provided you have the required 2H skill [25 for Novice, 50 for Apprentice, 75 for Adept, 100 for Expert]
- The Notice Board NPCs won't be hostile anymore
- NPCs shouldn't be able anymore to dodge arrows like ninjas
- staffs magnitudes scale to Enchanting skill [don't really like this, will probably remove it in stable]
- first steps towards YASH2: added a scheduler; the script previously attached to DOOR and CONT forms is now inert and all DOOR and CONT related forms are removed from the ESP;
lock bashing and lockpicking requirements are now handled dynamically through reference aliases picked at runtime, meaning that any kind of mod-addded locked door or container will be affected
- further step towards YASH2: only HMS potions are renamed, other potions are reverted back to vanilla names
- Skill books names, spell tomes weights and prices, most ingredients weights, misc items weights and potions weights are now changed at runtime
This is done only once per game run, meaning that if you die and reload a save, either during the same game session or quitting to main menu,
the game will be already YASH'ed. Users testing this beta must remove YASH_RenamedSkillBooks.esp from their Data directory or a double renaming will occur.
Related skill books records are already removed from YASH_AllOptionals.esp.
- - crossbows weren't detected properly by the low skills messages system
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- Donations
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Straight donations accepted
The fastest and lightest Skyrim overhaul ever made
Old-style roleplaying overhaul.
Your game. My vision.
Yash is a Hindi, Marathi and Sanskrit word that means
success, splendor, grandeur, magnificence, prominence, illustriousness,
majesty, distinction, luxury, renown, eminence and fame.
success, splendor, grandeur, magnificence, prominence, illustriousness,
majesty, distinction, luxury, renown, eminence and fame.
THIS MOD IS NOT SUPPORTED ANYMORE - Please move to the SE version