Activity logs
This page was last updated on 27 October 2018, 6:22PM
- Changelogs
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Version 2.15
- - SKSE GetWornForm is no longer used in favor of GetEquippedArmorInSlot native to SE
- added 200+ global variables to set initial skills and attributes, plus carry weight at level up
- added optional ESP to customize race stats globally without touching the main ESP
- fixed an issue with Erandur potentially failing his spell to open the door during the Waking Nightmare quest
- added MCM option to enable speed penalties for NPC, now disabled at default
- synchronization for USSEP 4.1.5
- - SKSE GetWornForm is no longer used in favor of GetEquippedArmorInSlot native to SE
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Version 2.14
- - 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
- - added MCM option to disable Mimicked Perks on NPC
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Version 2.13
- - fixed an issue that caused NPC to deal double the damage to the player [XB1 and PS4 are not affected]
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Version 2.12
- - removed a wrong check on game load that prevented to load saves from earlier versions
- succesfully harvesting ingredients from plants is 15% harder
- a 90 Alchemy skill is required to succesfully harvest ingredients 100% of the time
- added Wooden Greatsword to train Two-Handed using dummies
- 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
- - removed a wrong check on game load that prevented to load saves from earlier versions
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Version 2.11
- - fixed an issue with Lockpicking unintentionally increasing Sneak if Crossover Skills were enabled
- 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
- fixed an issue with vampire templates lacking the appropriate perks
- - fixed an issue with Lockpicking unintentionally increasing Sneak if Crossover Skills were enabled
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Version 2.10
- - 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
- synchronization for USSEP 4.1.4
- several Ivy plants added by SE couldn't be searched for ingredients
- 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 [NR]
- fixed an issue with several mid and high level NPC lacking the necessary perks and abilities due to the loss of a flag to inherit perks and spells, in turn rendering the game too easy at mid / high levels -- since the SE CK seems to have the bad habit to remove that flag at will upon saving, the necessary perks and spells are now added directly to the NPC records
- 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, Elemental Protection and Spellbouncer perks not properly targeting magical traps
- - speeds and maximum ranges of arrows depend on their material
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Version 2.9
- - 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
- fixed an issue with the Boethiah's Calling questline that caused the final quest entry to get stuck in the log even though the quest was completed
- 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'
- - added MCM option to disable armors ratings scaling to armors skills
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Version 2.8
- - fixed an issue with a non-spawned Draugr preventing Tolfdir to advance to the final room in Saarthal
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Version 2.7
- - the Companions questline is a bit longer and requires more work to enter the Circle [NR]
- the door to the final chamber of Dustman's Cairn won't lock behind you anymore
- Dawnguard is delayed to level 25
- Vampire attacks in towns, disabled by a recent official update, are restored and 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 [NR]
- added Wooden Bow for low skilled players
- Skooma makes you run even faster
- venom effects last longer
- incendiary arrows are more powerful
- added Training Armor for low skilled players
- practice dummies can be used to train Block up to lvl 15 if bashed with a shield
- fixed an issue with the female Redguard demanding the toll at the Valtheim Towers, who turned into an invisible angry fox
- the races conflict check lacked the ActorTypeNPC keyword, improperly displaying the error popup when the player was not in humanoid form
- - the Companions questline is a bit longer and requires more work to enter the Circle [NR]
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Version 2.6
- - 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
- - added MCM option to disable AI dodging
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Version 2.5
- - fixed Nordic and Stalhrim weapons not taken into account by skills restrictions
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Version 2.4
- - fixed disappearing Magicka and Stamina bars
- locked several chests to Novice level
- reduced predators spawns in the wilderness
- added MCM option to disable Lockpicking skill requirements
- removed combat styles MCM option
- - fixed disappearing Magicka and Stamina bars
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Version 2.3
- - fixed water body seam in Riverwood and in a few other cells
- fixed disappearing health bar in combat
- 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
- removed hundreds of ESP records now handled at runtime for further compatibility
- 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 log spam caused by 4 broken vanilla NPC references in Solitude
- 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 [again] an issue with hirelings and horses not displaying the correct cost in dialogues
- 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
- further meshes optimization with newer NIF Optimizer version
- 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
- further synchronization for USSEP 4.1.3b
- 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
- several face data records for vampires and bandits needed to be carried over from the new CC esm
- 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
- - fixed water body seam in Riverwood and in a few other cells
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Version 2.2beta1
- - reimplemented SKSE features
- restored MCM
- restored spells failure for player and NPC
- restored followers names
- restored bounty messages
- restored skills requirements for armors
- restored YASHer functionality
- removed hundreds of ESP records now handled at runtime for improved compatibility
- synchronization for USSEP 4.1.3b
- - reimplemented SKSE features
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Version 2.1beta3
- - fixed wrong magnitudes in Magic Resistance perk
- fixed Beast Of Burden perk affecting the wrong armor type
- fixed wrong effects description for The Gauldur Amulet
- fixed wrong condition in the Canalization perk
- fixed wrong lock level in Pinewatch
- extended the Unified Actors Perk to include effects from the new perk trees
- fixed Beast Of Burden and Pack Mule adding effects to each other
- fixed Conditioning, Unhindered and Buff Arms perks rendering armor pieces weightless
- fixed 2nd and 3rd rank of the Bonecrusher perk
- fixed Spellbouncer perk affecting equipped items
- - fixed wrong magnitudes in Magic Resistance perk
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Version 2.1beta2
- - fixed practice dummies and targets not increasing skills [non-retroactive fix for existing saves]
- tweaked unarmed reaches for all races
- included weapon reaches settings from Realistic Melee Range
- added perks overhaul
- reworked in-game Help sections
- removed load screens mentioning features not valid anymore in the current non-SKSE version
- permanently disabled Enchanting scaling -- Enchanting skill now raises dual wielded staffs powers
- global variables can be set via console to disable magic damages scaling to magic skills
- - fixed practice dummies and targets not increasing skills [non-retroactive fix for existing saves]
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- Author's activity
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April 2020
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26 Apr 2020, 12:28PM | Action by: dAb
Permission change
Author changed their permission instructions.
February 2019
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12 Feb 2019, 5:32PM | Action by: dAb
Permission change
Bug tracker disabled.
October 2018
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27 Oct 2018, 6:22PM | Action by: dAb
Attribute change
Description changed.
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27 Oct 2018, 6:15PM | Action by: dAb
Readme file added
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27 Oct 2018, 6:14PM | Action by: dAb
Changelog added
Change log added for version 2.15
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27 Oct 2018, 6:13PM | Action by: dAb
File added
YASH2
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26 Oct 2018, 12:02PM | Action by: dAb
File added
YASH2_CP4RacialBodyMorph
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23 Oct 2018, 7:48AM | Action by: dAb
Mod edited
Compatibility A-L
September 2018
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27 Sep 2018, 10:01AM | Action by: dAb
Mod edited
Compatibility M-Z
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27 Sep 2018, 9:33AM | Action by: dAb
File added
YASHed Patch - xEdit scripts
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22 Sep 2018, 9:49PM | Action by: dAb
Attribute change
Description changed.
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16 Sep 2018, 9:05AM | Action by: dAb
Mod edited
Compatibility A-L
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16 Sep 2018, 9:04AM | Action by: dAb
Mod edited
Compatibility A-L
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15 Sep 2018, 3:44PM | Action by: dAb
Mod edited
Compatibility M-Z
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14 Sep 2018, 8:24PM | Action by: dAb
Mod edited
Compatibility A-L
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14 Sep 2018, 8:10PM | Action by: dAb
Mod edited
Compatibility M-Z
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14 Sep 2018, 6:30PM | Action by: dAb
Mod edited
Compatibility M-Z
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14 Sep 2018, 6:30PM | Action by: dAb
Mod edited
Compatibility A-L
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14 Sep 2018, 2:27PM | Action by: dAb
Mod edited
Compatibility A-L
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14 Sep 2018, 2:20PM | Action by: dAb
Mod edited
Compatibility A-L
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- Mod page activity
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May 2025
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26 May 2025, 5:10PM | Action by: BattleTank05
Tracked
'YASH - Yet Another Skyrim Hardcore mod'
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26 May 2025, 12:33PM | Action by: tcbflash
Endorsed
'YASH - Yet Another Skyrim Hardcore mod'
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26 May 2025, 3:59AM | Action by: GehennaBloodew
Untracked
'YASH - Yet Another Skyrim Hardcore mod'
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25 May 2025, 6:39PM | Action by: Neilpacker
Tracked
'YASH - Yet Another Skyrim Hardcore mod'
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24 May 2025, 3:29PM | Action by: GriningPrey
Endorsed
'YASH - Yet Another Skyrim Hardcore mod'
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21 May 2025, 1:22AM | Action by: soldat85
Endorsed
'YASH - Yet Another Skyrim Hardcore mod'
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18 May 2025, 7:56PM | Action by: ghrond1337
Endorsed
'YASH - Yet Another Skyrim Hardcore mod'
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17 May 2025, 3:11AM | Action by: LordGeneralCheese
Untracked
'YASH - Yet Another Skyrim Hardcore mod'
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16 May 2025, 4:33PM | Action by: MoDesuTj
Endorsed
'YASH - Yet Another Skyrim Hardcore mod'
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15 May 2025, 4:52AM | Action by: GeniusKeyboard
Tracked
'YASH - Yet Another Skyrim Hardcore mod'
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15 May 2025, 1:25AM | Action by: deejayeff
Endorsed
'YASH - Yet Another Skyrim Hardcore mod'
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13 May 2025, 2:38AM | Action by: KuyizahtIn
Untracked
'YASH - Yet Another Skyrim Hardcore mod'
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12 May 2025, 11:26PM | Action by: NotAlmaElma
Endorsed
'YASH - Yet Another Skyrim Hardcore mod'
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09 May 2025, 9:18PM | Action by: pr5strelok
Endorsed
'YASH - Yet Another Skyrim Hardcore mod'
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09 May 2025, 7:25PM | Action by: Breems
Untracked
'YASH - Yet Another Skyrim Hardcore mod'
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09 May 2025, 6:50AM | Action by: GeniusKeyboard
Untracked
'YASH - Yet Another Skyrim Hardcore mod'
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05 May 2025, 10:11PM | Action by: SlightlyInsaneNecromancer
Tracked
'YASH - Yet Another Skyrim Hardcore mod'
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04 May 2025, 4:47AM | Action by: Praediusiv
Tracked
'YASH - Yet Another Skyrim Hardcore mod'
April 2025
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28 Apr 2025, 5:11PM | Action by: AbiAlex21
Endorsed
'YASH - Yet Another Skyrim Hardcore mod'
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26 Apr 2025, 2:52PM | Action by: uAnu
Tracked
'YASH - Yet Another Skyrim Hardcore mod'
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