Skyrim Special Edition
Help us shape the future of the Vortex mod manager by taking our survey

File information

Last updated

Original upload

Created by

dAb

Uploaded by

dAb

Virus scan

Safe to use

2005 comments

  1. dAb
    dAb
    • premium
    • 1,662 posts
    • 101 kudos
    Locked
    Sticky
    CURRENT MOD STATUS

    PC: Inactive development / Inactive support
    XB1: Inactive development / Inactive support
    PS4: Inactive development / Inactive support

    Bugs tab is disabled due to too many bogus reports.
  2. Hilli1
    Hilli1
    • premium
    • 1,014 posts
    • 165 kudos
    Sticky
    Hey dAb,
    this is an official request to fullfill your stated permissions:

    "If I'm not active anymore and I don't reply to *a public request to either reuse or continue my work, posted here on the Nexus mod thread* within 1 year from the day that the request was posted it means that I'm either dead or retired from modding. If so, the mod is at your disposal."

    You're not active for about one and a half year now. That's why I think it's time to make an official request. As you can see I supported your mod since that time as best as I could. But at some point we have to go one step further.

    In the first place a couple of fixes for known bugs need to be added. After that I would like to further develop your mod. There is always room for improvement. I would prefer a variant in which you give me access to this page so that I can update the mod on the existing page. If that is not possible, I consider creating a completely new page, for instance with the name YASH3. This would be YASH2 plus my fixes, enhancements and additions.

    So, here we are. I ask for permission to use your mod for the purpose stated above.

    Last but not least let me say thank you for your really, really great mod.

    March 11, 2020
    Hilli1
    1. dAb
      dAb
      • premium
      • 1,662 posts
      • 101 kudos
      Hey. I'll be back, just not now. Whenever this virus emergency is over I'll see what I can do.
    2. mikeprichard
      mikeprichard
      • member
      • 747 posts
      • 7 kudos
      Hope this great mod makes a comeback some day! The pandemic isn't likely to fully end any time soon, so if Hilli1 could take over for at least a while, that would be much appreciated. Whatever works.
    3. dAb
      dAb
      • premium
      • 1,662 posts
      • 101 kudos
      Hey. I'm afraid this is it. Spare time at my disposal is getting shorter by the day. New job, new home, CCIE career, and a virus on top of that are draining all my resources. Long story short, there are almost zero chances that I will be able to get back to work on this mod anytime soon.

      I hereby grant to Hilli1 and to any collaborators of his choice full permissions to create a new mod based off YASH2.

      Hilli1 is allowed to create a completely new mod and a new page as a "fork" of YASH2 and said mod can have any name of his choice, YASH3 included.
      Hilli1 can reuse any assets, scripts and documentation of YASH2, description and articles included.
      Hilli1 is free to alter the original mod vision as he likes without asking for any further permission.

      I resign any rights to the contents of this archive and transfer said rights to Hilli1 and Hilli1 alone:

      https://easyupload.io/8dmtil

      @Hilli1: the uploaded file will expire in 30 days, inside the archive you will find the sources and an Excel file that should help you clear any doubt on how the mod is made. Permissions on the YASH2 page will stay as they are. I don't know if I'll ever be able to get back but you never can tell.

      Have a nice life,

      dAb
    4. Hilli1
      Hilli1
      • premium
      • 1,014 posts
      • 165 kudos
      Thank you for your trust, dAb. I really appreciate that. I downloaded the source code and documents. I'm going to start working on the new mod now. Let me say thank you one last time for one of the best mods for Skyrim.
    5. mikeprichard
      mikeprichard
      • member
      • 747 posts
      • 7 kudos
      Thanks, dAb - best of luck.
    6. EZ337
      EZ337
      • member
      • 470 posts
      • 4 kudos
      *Happy fan noises*
    7. vestan
      vestan
      • member
      • 311 posts
      • 1 kudos
      Hello Hilli.

      Can I ask, do you know how to reduce spawns in this mod (put them back to vanilla?)

      Cheers for any help bro.
    8. deleted52510526
      deleted52510526
      • account closed
      • 206 posts
      • 6 kudos
      Thanks dAb for your amazing mod. RL > Skyrim modding any day, good luck to you with your endeavors and thanks for the fun you have given us with your mod and the time spent on it.
    9. Taedus
      Taedus
      • supporter
      • 2,005 posts
      • 8 kudos
      The mod looks decent at first glance but for YASH3, I have a few suggestions. For starters, perks can be more interesting. They look a bit vanilla as they are now. Taking inspiration from Requiem in that area wouldn't hurt imo, because it has well-designed perk trees that aren't just 10% more damage/armor. Especially when it comes to logic. Instead of adding carryweight when wearing armor, your armor should encumber you less, because you're more used to wearing it. Remove Green Thumb and add more ingredients from plants by default. You see a plant with 10 flowers but you can only gather 1. What's preventing you from gathering the rest?

      Enemy weaknesses are too extreme, and if they don't have resistances they don't need a weakness unless it can be explained. Why do rieklings and hagravens take 2x damage from swords for example? They are made of flesh and blood and should take the same damage as humans. Rieklings are also weak by default so 2x damage from a sword would only make it too easy. If you insist on keeping the weaknesses to certain weapons, at least lower them to x1.5, and buff the damage of all weapons if you have to. Anything to avoid a big difference in damage where it doesn't make sense. I only hope that creatures like gargoyles will still be challenging even if you beat them with a mace.

      Instead of removing helmets for guards, consider using the helmets from "open faced guard helmets" from the LE nexus. It makes more sense that guards wear helmets to prevent a criminal from knocking them out cold. I'm assuming you removed them because the face masks make them look ridiculous.

      It also needs more compatibility patches. What about Ethereal Elven Overhaul and Racemenu? They are not in the compatibility list.
    10. davidwest1766
      davidwest1766
      • member
      • 14 posts
      • 0 kudos
      Taedus,

      The weaknesses are there to encourage the use of different weapon and spell types, and as for your point about rieklings, hagravens and humans - most humans in the game wear armour; something that - in real life - would protect you from sharp slashes. But I agree that rieklings are too weak. In general, the Dragonborn DLC needs looking in to with regards to the levelled lists. LVL 2 Morag Tong assassins with 90 health also come to mind in that regard.
  3. vestan
    vestan
    • member
    • 311 posts
    • 1 kudos
    This is really weird, and I can't work out what is going on with followers with this mod.

    Take Uthgerd @ lvl 15 with her steel G/Sword. Without a helmet she's doing around 150 damage (according to NFF) but put her in a helmet and she's doing 230 + damage.

    She's hitting things so hard she's literally knocking them through the floor. Is damage meant to increase with npcs who wear full sets of light/heavy gear?

    Can someone clarify what damage numbers should npcs be doing? If you could test out Uthgerd @ lvl 6, 10 and 15 - with and without heavy helmet and post up the numbers I'd appreciate it.

    Actually, scrub that. I was looking at damage resist. Anyone know of a console command where you can check followers damage?

    I'm also running another yash set up where I'm using Vokrii as the perk overhaul alongside smilodon (everything turned off except for timed block and dynamic combat) and I have added a number of vokrii perks to various npcs. What set up should I use in yash? Should I turn off 1/2h scaling? Should i turn off the "npcs get yash perks that mirror player" option?

    Yash is great but the perk tree is just kind of generic, and the limitations placed on certain races is a cool idea that makes you focus on builds, but it limits what you can spend perks on and there isn't that much variety or options to begin with. So I've ended up with spare perks and nothing interesting to invest in. From my own pov the speech tree is the worst - just nothing really worthwhile. I lliterally need to play with a perk overhaul just to liven the choice up a bit. There's a mod called treebalance that does an ok job as a replacer for yashs speech tree.

    I've also worked out how to reduce extra spawns somewhat for those wishing to do so. Extra spawns are hand placed in the cells and worldspace records. Just going in and checking each record and assessing if you really want an extra 7 bandits (on top of those that may currently occupy a cell or worldspace location) and removing 2 or 3 of the records helps for a more balanced game I've found. Archers paralyzing you can be fun, but running into an area that could have 4 archers that can paralyze isn't. Just my preference of course.

    Cheers.
    1. Dankil7
      Dankil7
      • member
      • 14 posts
      • 0 kudos
      I have a problem with (FOLLOWERS) and I think some bug of the mod, I have Uthgerd the Unbroken as my companion and she is already able to use Orc Armor and Weapons, the problem is that when I transfer this equipment to her, she don't equip them, just the helmet is equipped, any way to fix it? I'm not using any follower mod, I'm avoiding all mods that may be incompatible, so this is from MOD YASH2 itself ...
      Any way to fix this problem?
      I manage to get her to use a 2h dwarf sword (42 Two handed), but the armor she doesn't equip, just the orc helmet.

      Again, she is already able to use Orc Armors 32 Heavy armor

      Do you have this problem too?
    2. Dankil7
      Dankil7
      • member
      • 14 posts
      • 0 kudos
      And I would not advise you to use any perk mod, as it will remove the immersion and difficulty that the mod brings to the game, do you want an example of that?

      Archery Perk (YASH2)
      Skill 10 - Overdraw rank 1: Bows and crossbows do 10% more damage and ignore 10% of armor.
      Skill 20 - Overdraw rank 2: Bows and crossbows do 20% more damage and ignore 20% of armor.

      (Vokrii)
      0 - Archery Mastery: Ranged weapons do 1% more damage and 5% more critical damage per level of Archery.

      We know that the YASH2 mod is based on skills, imagine you with Archery 100, you would do 100% damage + 500% critical damage, it would unbalance the game's late game, it would make you kill anything with a shot or two, taking out the immersion of the mod, the goal of YASH2 is not that, that’s why I don’t use these perk mods, as it will make YASH2 easier
  4. Dankil7
    Dankil7
    • member
    • 14 posts
    • 0 kudos
    I have a problem with (FOLLOWERS) and I think some bug of the mod, I have Uthgerd the Unbroken as my companion and she is already able to use Orc Armor and Weapons, the problem is that when I transfer this equipment to her, she don't equip them, just the helmet is equipped, any way to fix it? I'm not using any follower mod, I'm avoiding all mods that may be incompatible, so this is from MOD YASH2 itself ...
    Any way to fix this problem?
    I manage to get her to use a 2h dwarf sword, but the armor she doesn't equip, just the orc helmet.

    Again, she is already able to use Orc Armors 32 Heavy armor
  5. Dankil7
    Dankil7
    • member
    • 14 posts
    • 0 kudos
    The only thing that makes me hate this mod, is the weight capacity, it is ridiculously absurd, to defeat certain enemies, it is only possible by exploiting their weakness, for that you need to carry more equipment = more weight, you need to carry a pickaxe to collect ore around the world = + weight, I started with Wood Elf, I use an ax and shield and a bow = more weight, you can’t depend only on a bow, as most enemies have resistance to arrows, in the end you either stay overweight, just with your Loadout (gear, weapons, potions) with that you are already overweight or close to that, you would have to transfer items to your follower, making him a mule, who is also very limited in weight capacity and how you will manage your loots to make money?
    I could use some mod to increase the weight limit, but then it would be kind of a cheat, and I prefer to play the mod the way it was made, but this part of the weight limit is the only thing that kills me, I think a lot unfair, it shouldn't be like that, or at least it should edit the weight of all the items, because everything is heavy to carry, a simple pickaxe is already 10 weight, damn it!
    It's okay to be Hardcore mod, I like that, but that is already being f***ing unbalanced, anyway.
    1. davidwest1766
      davidwest1766
      • member
      • 14 posts
      • 0 kudos
      I did my first playthrough of Yash with Bandolier as well as Wet and Cold, but I could see this being a problem.
    2. Dankil7
      Dankil7
      • member
      • 14 posts
      • 0 kudos
      luckily I found a backpack inside the game that increases capacity by 75, I believe it’s from some DLC, there’s also a pet that carries a lot for you, that saved me.
  6. plisk223
    plisk223
    • member
    • 1 posts
    • 0 kudos
    Anyone got any mod recommendations that play well with YASH2 without any manual patching? I've been looking at survival mods but I'm not sure what will function seamlessly with YASH and what won't (yes ive read the compatibility articles). Anyone use survival mods with YASH? Whats good these days?
     
    I just got burned hard by using the Ashes death mod, because the internal injuries wouldnt go away even after painstakingly levelling up. So that episode alone has made me cautious about using other mods with YASH.
  7. pallos8
    pallos8
    • supporter
    • 24 posts
    • 0 kudos
    I love this mod but is it good for a long playthrough?
    1. etpak1
      etpak1
      • premium
      • 65 posts
      • 4 kudos
      Yes, extremely good. It's very stable and covers everything. Since it delevels the world it makes leveling and getting stronger actually matter. NPCs like Vampires and Draugr are way harder.
  8. vinians
    vinians
    • supporter
    • 19 posts
    • 0 kudos
    This mod is a GEM! I am a hardcore player and only this mod handled difficult perfectly. Thank you for your great work dAb.
    As for the new versions, I should ask you to make a option to be harder.
    I am saying about prices. I want to be able to configure higher prices in the start of the game and DONT be able to change it DURING the game. Like ferry prices are to low I end up needing other mods to fullfill these requeriments.
    This mod is awesome, I played skyrim again because of it.
  9. pallos8
    pallos8
    • supporter
    • 24 posts
    • 0 kudos
    Since this edits the perks, is there any way I can enable decapitations without using Violens?
  10. LeoTheArcaneWarrior
    LeoTheArcaneWarrior
    • member
    • 8 posts
    • 0 kudos
    Hello, I have a question:
    First of all, much Kudos, dAb, for fixing many of my personal complaints with Skyrim.
    Way back, in 2011, I thought I was going to get a Gothic or Dark Souls experience; but, what I got instead was a product of its time period of the 7th generation of gaming ...meaning: a lot of the games in that time era were getting easier and easier. In that generation, the game's focus shifted away from gameplay to story and graphics; the player didn't need to adapt after the world, and was a winner no matter what they did(or, rather, most of the time).

    One of my many complaints with Skyrim, as well as the level-scaling, is the lack of an attribute sheet - STR, AGI, INT, and so on.

    My question is: does this MOD implement some kind of attribute sheet? or something like Requiem does? increasing health gives a passive bonus in Damage, or...?
    1. Nwaxer
      Nwaxer
      • supporter
      • 21 posts
      • 0 kudos
      I don't know about this mod but you can try this one : https://www.nexusmods.com/skyrimspecialedition/mods/23329. I think it's pretty nice as well as all the other mods of the author.
  11. slodeth2002
    slodeth2002
    • supporter
    • 26 posts
    • 1 kudos
    Apparently, Dyndolod generated Output and this mod doesn't go well together. With this ON all the trees generated with Dyndolod revert back to the original vanilla trees. I'm using MO2 and YASH is loaded before all of the tree mods and Dyndolod's output and resources. The plugin menu is sorted automatically with LOOT since i have around 120 mods currently installed.
    I've tried to place YASH before and after Dyndolod and nothing works, same problem. Is there any way to prevent this from happening? I really enjoy the mod (tested it a bit, despite my issue); it gives Skyrim the hardcore gameplay that i need. Please help! :)
    1. Kadu137
      Kadu137
      • member
      • 250 posts
      • 0 kudos
      It wouldn't be Yash. I would look for another issue in your load order. What tree mod are you using and what's the load order?
    2. slodeth2002
      slodeth2002
      • supporter
      • 26 posts
      • 1 kudos
      Enhanced Vanilla Trees i'm using. I generated again the LOD and the issue disappeared, but now the trees that EVT puts in game are not "examinable" so i can't gather resources form these trees at all; only the aspen trees from EVT are lootable.
      Probably because EVT changes the trees and YASH can't see them as "trees" anymore. I didn't test any other tree mods yet.
    3. Hilli1
      Hilli1
      • premium
      • 1,014 posts
      • 165 kudos
      Yes, mods that alter plant meshes or add new ones, such as Skyrim 3D Trees and Plants or EVT will most likely need a patch. If the new added plant meshes don't have proper collision objects attached they are not harvestable.
    4. vol4eshke
      vol4eshke
      • member
      • 3 posts
      • 0 kudos
      Where can I get such a patch?
    5. Hilli1
      Hilli1
      • premium
      • 1,014 posts
      • 165 kudos
      It's not available. Sorry.
    6. etpak1
      etpak1
      • premium
      • 65 posts
      • 4 kudos
      Load YASH after any tree or plant mods, so it's meshes are preserved. That's the easiest way to do it.
  12. etpak1
    etpak1
    • premium
    • 65 posts
    • 4 kudos
    Is there any way in SSEEdit to disable Race Specific Perks requirements? Thanks