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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.

 

 

 


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YASH is my personal attempt to make the game mechanics more interesting, by adding subtle but substantial gameplay elements in a strictly lore-friendly way. It's primarily aimed at hardcore roleplayers but due to its nature it should please just about everyone.

 


The main goal is to start as a complete nobody, suffer greatly at first and feel a real sense of accomplishment when you level up and increase your skills. YASH is not necessarily harder than vanilla but its gameplay is way, way different. Note that YASH is supposed to be played at Adept difficulty level.

 

YASH abides by three strict rules:

  • Never, ever affect the player with something that will NOT affect the NPCs. Never. If your Khajiit character runs fast it's because ALL Khajiit in the game run fast. If your Redguard character is more skilled with one handed weapons it's because ALL Redguards are more skilled with one handed weapons. If your Bosmer character can deal more damage with bows and draw them fast it's because ALL Wood Elves are more skilled with bows. And so on. The essence of the mod is that you are NOT anything special compared to other people, save for your innate ability to shout.
  • Don't disrupt the vanilla mechanics: improve them. YASH intentionally does NOT add new perks, new skills, new spells, new weapons, etc. Instead, it improves the existing game elements by making them more interesting and useful, sometimes essential to proceed.
  • Focus on character skill over player skill. YASH is not aimed at button mashers but at players who carefully plan their characters.


Last but not least, never let anyone think that he's playing with a mod on. The best mod is the one that doesn't feel it's a mod at all, but something so well integrated into the game that the player could think the game has always been like that since day one. This was the hardest goal but I did my best to accomplish it.

 


Also, one fundamental rule here is that the mod should NOT need instructions at all. Everything is explained in-game thanks to non-intrusive messages that inform the player about what's going on, so you don't actually have to read this long description to play the mod, you can safely skip to the Installation section and learn to play the mod in-game [just do not miss the Very Important section].

 

I also have to add that YASH is intentionally NOT user configurable by any means, but I am willing to provide instructions to alter the mod to your likings using either the CK or xEdit.

 

 

 


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Before playing the game with YASH on you should enter the right state of mind. YASH is a LONG and HARD journey from zero to hero. You die because you're supposed to die. You survive when you're supposed to survive. They die when they're supposed to die. You start as a whelp, weak and lacking any skill whatsoever, and you're supposed to play as such.

 


You MUST start a new character to run YASH. The mod does NOT work with existing characters and it should NOT be uninstalled from an existing character.

 

 

 


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They are now really unique, have different stats, traits and abilities and choosing a race actually affects the gameplay. To name a few, Altmers regenerate magicka more quickly, Orcs are best at smithing and Redguards swing one handed weapons faster. Note that as I stated above this does NOT affect the player alone. It affects the race, therefore ALL Khajiit regenerate stamina quickly, ALL Nords have a low magicka pool and regenerate it slowly, ALL Wood Elves have a low initial carry weight, etc. This obviously applies to followers as well. The list can go on and on, suffice it to say that every race has now all its stats and skills altered, all affecting the gameplay in one way or another.

 



Argonians
Starting Health: 65
Starting Magicka: 25
Starting Stamina: 70
Starting Carry Weight: 75
Health Regeneration: 0.25
Magicka Regeneration: 2.5
Stamina Regeneration: 7
Carry Weight increase at level up: 2
Race Ability: they resist half of all poison damage and swim faster than any other race.
Starting Skills: 3 in Alteration, 3 in Light Armor, 5 in Lockpicking, 3 in Pickpocket, 7 in Sneak.

 

Bretons
Starting Health: 70
Starting Magicka: 85
Starting Stamina: 30
Starting Carry Weight: 80
Health Regeneration: 0.3
Magicka Regeneration: 8.5
Stamina Regeneration: 3
Carry Weight increase at level up: 3
Race Ability: Conjuration spells cost one fourth less and their magnitude and duration is increased by one fourth.
Starting Skills: 3 in Alteration, 7 in Conjuration, 5 in Illusion, 3 in Restoration, 3 in Speech.

 

Dark Elf
Starting Health: 55
Starting Magicka: 70
Starting Stamina: 25
Starting Carry Weight: 60
Health Regeneration: 0.15
Magicka Regeneration: 7
Stamina Regeneration: 2.5
Carry Weight increase at level up: 2
Race Ability: Destruction spells cost one fourth less and their magnitude and duration is increased by one fourth.
Starting Skills: 3 in Alteration, 3 in Conjuration, 7 in Destruction, 3 in Illusion, 5 in Sneak.

 

High Elves
Starting Health: 60
Starting Magicka: 100
Starting Stamina: 35
Starting Carry Weight: 70
Health Regeneration: 0.2
Magicka Regeneration: 10
Stamina Regeneration: 3.5
Carry Weight increase at level up: 2
Race Ability: Illusion spells cost one fourth less and their magnitude and duration is increased by one fourth.
Starting Skills: 3 in Conjuration, 3 in Destruction, 5 in Enchanting, 7 in Illusion, 3 in Restoration.

 

Imperials
Starting Health: 70
Starting Magicka: 75
Starting Stamina: 30
Starting Carry Weight: 80
Health Regeneration: 0.3
Magicka Regeneration: 7.5
Stamina Regeneration: 3.0
Carry Weight increase at level up: 2
Race Ability: Imperials are best at bartering and gain a constant fortify Speechcraft with a magnitude of 25.
Starting Skills: 3 in Enchanting, 3 in Heavy Armor, 3 in One Handed, 5 in Restoration, 7 in Speech.

 

Khajiit
Starting Health: 65
Starting Magicka: 10
Starting Stamina: 100
Starting Carry Weight: 75
Health Regeneration: 0.25
Magicka Regeneration: 1
Stamina Regeneration: 10
Carry Weight increase at level up: 2
Race Ability: Khajiit run 20% faster than any other race.
Starting Skills: 3 in Alchemy, 3 in Lockpicking, 3 in Onehanded, 7 in Pickpocket, 5 in Sneak.

 

Nords
Starting Health: 85
Starting Magicka: 5
Starting Stamina: 40
Starting Carry Weight: 95
Health Regeneration: 0.45
Magicka Regeneration: 0.5
Stamina Regeneration: 4
Carry Weight increase at level up: 4
Race Ability: Nords are the most powerful melee users, they inflict 10 points of additional damage with all melee weapons.
Starting Skills: 3 in Block, 5 in Light Armor, 3 in One Handed, 3 in Smithing, 7 in Two Handed.

 

Orcs
Starting Health: 100
Starting Magicka: 25
Starting Stamina: 50
Starting Carry Weight: 110
Health Regeneration: 0.6
Magicka Regeneration: 2.5
Stamina Regeneration: 5
Carry Weight increase at level up: 4
Race ability: Orcs are the most proficient at Smithing and can improve weapons and armors 25% better.
Starting Skills: 3 in Block, 3 in Heavy Armor, 5 in One Handed, 7 in Smithing, 3 in Two Handed.

 

Redguards
Starting Health: 70
Starting Magicka: 15
Starting Stamina: 80
Starting Carry Weight: 80
Health Regeneration: 0.3
Magicka Regeneration: 1.5
Stamina Regeneration: 8
Carry Weight increase at level up: 3
Race ability: Redguards are fastest at swinging One-handed weapons, they can swing them 15% faster than any other race.
Starting Skills: 3 in Archery, 5 in Block, 5 in Destruction, 3 in Light Armor, 7 in One Handed, 3 in Smithing.

 

Wood Elves
Starting Health: 50
Starting Magicka: 15
Starting Stamina: 90
Starting Carry Weight: 50
Health Regeneration: 0.1
Magicka Regeneration: 1
Stamina Regeneration: 9
Carry Weight increase at level up: 1
Race ability: Wood Elves are fastest and most powerful in Archery, they can draw a bow 50% faster and deal 50% more damage than any other race.
Starting Skills: 5 in Alchemy, 7 in Archery, 3 in Light Armor, 3 in Lockpicking, 3 in Sneak.

 

 


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Long story short: ALL perks stats have been altered in a way or another, more perk ranks are available and some bonus perk ranks are available only to certain races. You can also "skip over" perks without being forced to pick perks you don't like just to reach the perk of your choice. Also, the first perk of each skill tree has a skill requirement. And since you are now able to pick more perk ranks, every 20 skill levels you gain a bonus perk point to spend as you wish.

 

 

 

 

 

 

 

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You're not the center of the world anymore. The world lives a life on its own and it does NOT depend on you anymore. More than 2,000 leveled lists have been edited with a collection of xEdit scripts I made myself to make it so that the more valuable items are rare and the less valuable items are spread all over the place. There is NO hand placed loot, everything is placed with a so refined formula that most leveled lists contain up to 100 automatically generated entries [most vanilla lists have 20]. Even I have no idea where the more valuable loot is. The same applies to creatures and NPC, the harder enemies are rare and the easier are more common. Long story short: there are others like you in the world who have improved their skills and can give you a very hard time in combat. No hand placed loot means that there are no hand placed items, but bosses will often carry powerful weapons and boss chests will often contain valuable loot: to encourage exploration most lists have been moved from merchants inventories to bosses chests. The chances to find different items are roughly as follows:

 


Iron: 33 chances out of 100.
Steel: 22 chances out of 100.
Orcish: 17 chances out of 100.
Dwarven: 12 chances out of 100.
Elven: 8 chances out of 100.
Glass: 5 chances out of 100.
Ebony: 2 chances out of 100.
Dragonbone: 0 chances, save for a few bosses. You want Dragon weapons and armors, you smith them yourself. The only exceptions to this rule are the weapons carried by the Keepers in the Soul Cairn.
Daedric: 1 chance out of 100.

 

Note that followers will still level up with you and there are a few specific NPC that do not have fixed stats across the whole gameplay: whereas altering their stats to make them static doesn't really have notable effects on the gameplay, those are left untouched.

 

 


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Even in the lucky event that you find an Ebony Battleaxe or a Glass Bow after one hour of play, you'll not be able to use it properly until you meet the skill requirements for that weapon. You'll be slow and clunky and won't deal a great amount of damage. Again, your skill will be almost meaningless, while your character skill will be essential. I can't stress this enough: this applies to everyone else as well. If you happen to stumble upon a low skilled bandit wielding a Glass Mace you'll notice that he will be slow, clunky and not very efficient with it. The same applies to shields, if you lack the required skill for a specific material you'll block much less damage then usual. Cuirasses and boots will slow you down. Helmets will slow your magicka regeneration, gauntlets will double the spell cost and halve the spell magnitude. Skills increases with armors and weapons you're not skilled with are reduced to one fifth. Also, you'll either love or hate this one: you will often fail at casting spells until you reach the minimum skill requirement [this applies to NPC as well].

 


Weapons and armors requirements are as follows [they are based on the weight of the vanilla item, not on the power]:

 

Iron: 1 in either One Handed, Two Handed, Marksman, Block or Heavy Armor.
Steel: 20 in either One Handed, Two Handed, Marksman, Block or Heavy Armor.
Orcish: 30 in either One Handed, Two Handed, Marksman, Block or Heavy Armor.
Dwarven: 40 in either One Handed, Two Handed, Marksman, Block or Heavy Armor.
Elven: 50 in either One Handed, Two Handed, Marksman, Block or Light Armor.
Glass: 60 in either One Handed, Two Handed, Marksman, Block or Light Armor.
Ebony: 70 in either One Handed, Two Handed, Marksman, Block or Heavy Armor.
Dragonbone / Dragonscale: 80 in either One Handed, Two Handed, Marksman, Block or Heavy Armor / Light Armor.
Daedric: 90 in either One Handed, Two Handed, Marksman, Block or Heavy Armor.

 

Note that when dual wielding you have to be skilled in BOTH weapons.

 

 


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Skill governs everything you do. The damage you deal with a weapon, the chance to pick a lock or to pickpocket, the magnitude and duration of a spell, the power of an enchanted item, the chance of successfully extract ingredients from harvested plants. Everything. All spells scale to skill level, up to twice the magnitude and duration once you reach 100 in the school of the current spell. All weapons scale to skill level, up to twice the damage once you reach 100 in either one handed, two handed or marksman. When you equip a weapon its damage will instantly update accordingly to your skill. When I say EVERYTHING I mean it. You have to be skilled in Smithing if you want to temper weapons and armors. You have to be skilled in Enchanting if you want to enchant whatever you like with whatever spell you like. And so on.

 

 

 

 

 

 

 

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Do not underestimate the power of a good meal! Food and drinks now serve a purpose. Instead of creating a primary needs system I took a completely different approach: you're not forced to eat to stay alive but if you DO eat you'll gain good bonuses to Magicka, Health and Stamina that will last for a long while. Raw foods boost attributes a little, cooked meals boost them way more. So, you wake up in the morning, have a good breakfast and your attributes are boosted til lunch. You eat your lunch, mixing several foods to maximize your attributes and you're done until dinner. As a rule of thumb wine and meat based meals increase Health, alcoholics and fish based meals increase Magicka [hey they contain phosphorus after all!] and vegetables based meals increase Stamina. Gameplay-wise the system works by a simple association of ideas: you see meat, you think Health. You see fish, you think Magicka. You see an apple, you think Stamina. The game will warn you if you eat too much, so eat up and don't worry about being a glutton. However, you should eat in a considerate manner: if you eat too much too quickly there will be a chance for the current effect to be dispelled and you'll have to wait a bit to digest the food before eating again. To avoid the effect to be dispelled, as a rule of thumb you should wait for the eating sound to end before eating anything else. Plus, eating the same kind of food does not add any benefit: eating 10 apples is equal to eating only one. This is both to prevent players carrying around tons of apples and to encourage players to mix several food types. Obviously NPC can't eat, so to mimic this game mechanic and keep them well fed they all have, on average, all three attributes slightly increased.

 

 

 

 

 

 

 

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Think you can enter a cave, awake a snow bear and just run like hell? Think twice. Enemies will now follow you everywhere, in some cases if you make a Draugr angry enough he'll chase you to the death outside his barrow! Be more careful next time you want to loot a cave. Once you've played the mod a bit you'll realize why Bethesda didn't enable this feature since the beginning: you can easily wreak havok EVERYWHERE you go, by leading a pack of trolls right into a tavern or Draugr Deathlords into towns. You'll have to think twice before entering a dungeon because once you have entered there's no turning back! You either kill everything or you get out unnoticed, otherwise you risk having dungeon creatures running into the wilderness. Entering a dungeon is like throwing a grenade into a wasp nest. Make sure your characters have the proper preparation before doing so. Also, keep in mind that outrunning enemies into a dungeon and gaining the exit is completely useless: once you are out of there they'll instantly teleport beside you, no matter the distance you kept them at while you were inside [and that's the 2nd reason why Beth didn't enable OEZ since the beginning]. There are exceptions though, enemies may think you are not worth the hassle and just give up chasing you. As a rule of thumb if you don't want them to follow you make sure you're not in combat before gaining the exit [enter sneak mode to be sure].

 

 

 

 

 

 

 

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Everything [and I mean everything] is altered in a way or another. All potions have been renamed with meaningful names so that you know their magnitudes with a blink of an eye -- the 6 magnitudes are now added as 6 different suffixes: Weak, Average, Strong, Great, Extreme and Ultimate. All items have been reweighted and all weapons damages and armor ratings have been altered to match their material inherent power [iron is weak, Dragonbone is REALLY strong etc].

 

 

 

 

 

 

 

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Enemies are now smarter. They'll dodge and block your attacks more often, be more aggressive when you give them openings and know whether it's time to flee or time to continue fighting. More than 100 AI stats have been altered to improve the combat system. Not much to detail here and actually it's not the strongest part of the mod. The game AI is utterly idiotic no matter what, but altering the AI stats helped enough. Plus, once NPC health drops below 20% they'll be affected by a Demoralize spell that will cause them to flee. As a consequence, yielding is now a true yielding: if their health is low they won't continue fighting after recovering. Also, all enemies will search for you way longer after a sneak attack.

 

 

 

 

 

 

 

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All enemies have their weaknesses and resistances. I won't spoil anything here, you'll have to find out which weapons and spells work best by yourself using some logic. While nothing prevents you from using always the same weapon against all enemies, if you really want to survive you'll have to use the right weapon for the right enemy. This is where you have to plan your fights if you don't want to have a hard time exploring dungeons: do I have to enter a Dwemer ruin? Then I'll need <insert proper weapon here>. Do I have to enter that barrow swarming with Draugr? Then I'll need <insert proper weapon here>. Am I wandering aimlessly with the risk of stumbling upon a skilled mage? Then I'll need <insert proper protection here>. Oh, and this is where followers play an important role: if you really can't do without your favorite weapon, once you have determined what works best with a specific enemy you can equip them with that specific weapon and feel free to use whatever you wish for yourself. Be warned though: as any other NPCs, restrictions apply to followers as well, so you'll have to find the right equipment. Messages will warn you if your followers aren't skilled enough for the equipment of your choice. You have also a dialogue option to check their training at any moment [this applies to temporary quest followers as well, even though you can't trade items].

 


Details:


Are you sure you want me to spoil the game for you?


Well, you asked for it.


LAST CHANCE! Are you REALLY sure you want to know how to survive?


First off, weaknesses and resistances apply to YOU as well. You MUST wear a full set of armor [cuirass, helmet, gauntlets, boots] if you want to survive. I didn't implement locational damage but if you miss a single armor part you won't be full protected against arrows and melee weapons. The same applies to humanoid NPC as well, if you feel you're not dealing enough damage to NPC and they look like damage sponges to you it's because they are well protected, not because they have stellar health pools.

 

Now onto creatures:

 

Animals and no armored creatures such as Bears, Giants, Werewolves etc:
- suffer 2 times the damage from swords

 

Ash Spawns:
- resist 80% of arrows and bolts damage, 90% of fire damage
- suffer 3 times the frost damage, 2 times the maces damage

 

Boneman:
- resist 80% of arrows and bolts damage
- resist 70% of shock damage
- resist 90% of fire damage
- suffer 2 times the damage from maces

 

Chaurus:
- resist 80% of arrows and bolts damage
- suffer 2 times the damage from maces

 

Corrupted shade:
- suffer 2 times the damage from maces

 

Death Hounds:
- resist 90% of frost damage
- suffer 3 times the fire damage

 

Dragons:
- a few vanilla resistances, no particular weaknesses

 

Dragon Priests:
- resist 80% of arrows and bolts damage
- suffer 2 times the damage from maces
- suffer 2 times the damage from the opposite spell of their choice: Frost Dragon Priests are susceptible to fire, Fire Dragon Priests are susceptible to Frost and Shock Dragon Priests are susceptible to both Fire and Frost.

 

Draugr:
- resist 80% of arrows and bolts damage
- suffer 3 times the damage from axes
- suffer 3 times the fire damage

 

Dwarwen Automatons:
- resist 80% of arrows and bolts damage
- immune to frost
- suffer 2 times the damage from maces
- suffer 2 times the shock damage
Note: according to lore, Automatons should be weakened by frost; actually, they are immune in frost in vanillla as well: whereas lore and vanilla mechanics do not really get along, in YASH the actual vanilla implementation has precedence over lore.

 

Flame Atronachs:
- resist 80% of arrows and bolts damage
- resist 90% of fire damage
- suffer 3 times the frost damage

 

Frost Atronachs:
- resist 90% of frost damage
- suffer 3 times the fire damage

 

Frost Trolls:
- resist 90% of frost damage
- suffer 3 times the damage from fire

 

Frostbite spiders:
- resist 90% of frost damage
- suffer 3 times the fire damage
- suffer 2 times the damage from swords

 

Gargoyles:
- resist 70% of shock damage
- resist 80% of arrows and bolts damage
- resist 90% of fire damage
- suffer 3 times the frost damage
- suffer 2 times the damage from maces

 

Ghosts:
- resist 80% of arrows and bolts damage

 

Ice Wraiths:
- suffer 2 times the damage from maces

 

Mudcrabs:
- resist 80% of arrows and bolts damage
- suffer 2 times the damage from maces

 

Skeletons:
- resist 80% of arrows and bolts damage
- resist 70% of shock damage
- resist 90% of fire damage
- suffer 2 times the damage from maces

 

Spriggans:
- suffer 3 times the damage from axes
- suffer 3 times the fire damage

 

Storm Atronachs:
- resist 70% of shock damage

 

Wispmothers:
- suffer 2 times the damage from maces

 




 

 


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  • All initial skills start from 0, save for race-specific skills. You read it right, you start as a complete nobody. Also, skill increases, and therefore leveling up, are 33% slower. An exception to the above is the FIRST ever skill increase. It will take you a LOT to, say, increase Block from 0 to 1. Then all of a sudden something will explode in your character's mind and he will go like HA, now THIS is how I'm supposed to block effectively. This is just a way for you, the player, to tell the game that yes, you REALLY want to increase this skill so that you don't increase a skill by mistake. You have two choices: you either work on your skill the hard way [by using it] or you get some training / read a skill book. Once the first ever skill increase is reached your skills will increase as usual [but almost half as slow compared to vanilla].
  • Non-MQ quest items can be either stored in containers or dropped to the ground and they also have weights. You can actually break quests if you lose them! The same applies to Dawnguard and Dragonborn non-MQ items.
  • Running and attacking with melee weapons drains stamina. Draining all your stamina pool will NOT prevent you from running but it will prevent sprints and power attacks. Holding a drawn bow drains stamina as well. Note that if you're not skilled in the cuirass or boots you're wearing your stamina will drain much more quickly.
  • All potions have effect over time. No more gulping health potions like crazy! Raw ingredients have effect over time as well and their magnitudes and durations are increased compared to vanilla.
  • Carry weight is not stamina dependent anymore. Instead, you gain a bonus to your carrying capacity at each level, race-dependent, regardless of which attribute you choose to increase at level up. Note that if you don't level up when the game informs you that you've actually leveled up you WON'T get the carry weight bonus. That is, if you level up twice in a row because your skill points are already at the next level you'll only get ONE bonus because the bonus itself is applied only once when you close the skills menu. Therefore you'd better level up as soon as possible.
  • Creatures venoms are more letal and last longer. This is also an advantage for you if you poison your weapons. Also, traps are more deadly.
  • Dragons are scary. They spawn rarely but they are way stronger and their shouts are more powerful.
  • You have no starting spells anymore, regardless of the race you pick.
  • Skill books have their associated skill in their title, so that you can identify them with a blink of an eye. You also don't run the risk to improve the wrong skill, i.e. it's unlikely for a Bosmer character to learn Two-Handed.
  • Light and heavy armor skills are slightly increased while running around if you wear a full set of armor [armor, boots, gloves, helmet].
  • Save for a few exceptions, merchants don't sell ingots, leather and animal parts anymore. You want pelts, go hunting. You want ore and ingots, go mining. Also, ingots, ore, leather and leather strips you used to find around the world are gone, save for those you may find inside containers. To balance the above out, you obtain much more ore from mine veins: iron veins have plenty of ore, ebony have much less [and now you know why Iron weapons are common]. To carry everything you have dug up back home you might want to bring with you strength potions or a follower.
  • Merchants are harder and their inventories are location-based: Alvor in Riverwood isn't likely to sell enchanted stuff while Beirand in solitude has plenty. Save for a few exceptions they also do not sell lockpicks anymore, save for Khajiit caravans that have plenty. Also, merchants inventories now respawn every week [vanilla is 2 days].
  • You can't change cuirass and boots in combat unless you meet the required skill to do so. Changing helmet and gloves is fine though. If you don't have the required skill you'll find yourself naked in the middle of a fight and won't be able to wear neither cuirass nor boots until you're out of combat.
  • Lockpicking is way harder and you can't pick locks no matter how good you're at it if your character lacks the required lockpicking skill. Does not mean that I'm preventing you from trying: the lockpicking interface will still show up, but a message will inform you that you won't be able to pick the lock no matter how hard you try. To balance out the few locks you can initially pick, leveling up lockpicking is slightly faster than in vanilla.
  • You can bash locks open up to Expert difficulty, provided you have the required two handed skill -- lock bashing is restricted to barbarian-like characters.
  • Practice dummies and targets can be used to improve One Handed, Two Handed, Archery and Destruction skills up to skill level 15.
  • Movement speed and armor speed are material based. The heavier the weapon material, the slower the weapon. The heavier the armor material, the lower the movements speed.
  • Almost all plants [pines, ferns, aspens, vine maples etc] are searchable for ingredients like critters and mushrooms [although the chance to actually find something is low]. You have also a small chance to find hidden treasures.
  • All bonuses are altered in some way: health regeneration during combat is disabled; Rested, Well Rested and Lover's Comfort won't increase skills faster for 8 hours anymore, all attributes regenerate 5, 10 and 15% faster for 8 hours instead; enchanted items effects are soft capped: you get the benefit of an enchanted item only if the same current effect of another item is below 50 in magnitude; several Standing Stones are altered so that they don't increase skills rates anymore, they increase the skills effectiveness instead; scrolls are more powerful and costly; Gods blessings are more powerful and have a 1 gold symbolic cost
  • powerful NPC variants are sometimes spawned amongst bandits: Spellswords, Berserkers, Ice / Fire / Frost mages, etc.
  • Various tweaks:
  • torch bashing is more effective
  • several specific NPCs flagged as available followers are slightly more powerful
  • all shouts are enhanced in regard to both recovery time and power
  • both player and followers can cast two runes at once and have two summons at once
  • timescale is set to 12, so that 1 hour in game = 5 minutes IRL, to accomodate the foods and drinks timed boosts
  • you can chop wood 10 times in a row
  • the spinning death animation is replaced by a ragdoll
  • NPCs death animations are replaced by ragdolls
  • common jobs will pay less, houses cost more, bounties are higher, spell books cost more, etc.
  • giants are really gigantic
  • mudcrabs are slightly larger
  • city guards don't wear helmets anymore
  • lockpicks have weight
  • NPC use ammunitions - once they run out of ammo they go melee
  • movements speed while swimming is halved [except for Argonians]
  • death items from creatures are increased to more realistic amounts [2 Sabre Cat teeh, 6 Mudcrab legs, 2 Butterfly wings etc].
  • save for a few exceptions, animals do not drop gold and jewelry anymore
  • a few creatures factions are altered to make them fight with each other
  • brewed potions are prefixed by the § symbol
  • trainers train 3 times for each level
  • gameplay hints are added to loading screens and into the Help sections
  • the chance to loot arrows from corpses is slightly decreased
  • Bears are slower, Sabre Cats and Wolves are faster
  • bears growls and ice spikes are less loud
  • merchants sell torches
  • horses have way more stamina so they can sprint for a longer time
  • locations respawn every 15 in-game days [vanilla is 10]
  • cleared locations respawn every 45 in-game days [vanilla is 30]
  • the game is reloaded 3 seconds after you die [vanilla is 5]
  • other minor tweaks here and there


All the above in a ~3 Mb only compressed archive.

 

 

 

 

 

 

 

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YASH was born as a simple NPC deleveler. The goal was to prevent enemies to level up with the player, a feature that bugged me since the days of Oblivion when at a certain point you could stumble upon bandits with ridiculous high level equipment. The same had to be applied to loot, but in no way easily finding Daedric weapons right off the start would have made any sense. So, simply setting everything to level 1 couldn't have worked. That's why I've developed a leveled lists system that makes the valuable loot rare and the cheap loot spread all over the place. But this raised a question: what if the player is lucky enough to find an Ebony weapon immediately? This would have made exploration meaningless because with such a weapon the player doesn't really need anything else. So, skills restrictions coming to the rescue: if your skill is low you won't deal a great damage with the uber weapon you found [this has been absurdly difficult to implement due to a number of utterly broken functions in the CK]. This gave me an idea: what if the player needs proper skills for everything else? The rest is history: in no time I found myself digging down in every single game mechanic, basically focusing on character skill over player skill. Next thing I know, I was altering the entire Skyrim world in one way or another. To this day, YASH is in constant evolution.

 

 

 

 

 

 

 

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PROS

 


- easy installation. Works right out of the box without any work on your part
- lightning fast. You shouldn't notice any performance drops
- comes packed in a small sized archive allowing fast updates
- technically very polished, no dirty records or Papyrus errors logged

 

CONS

 

- may cause severe addiction

 

 

 


32562-2-1466862010.png


Q: This thing is frigging HARD! I'm dying a lot! How do I survive the first levels?
A: There are a number of things you can do:
- find training dummies and slash the heck out of them. You can improve One Handed, Two Handed, Archery and Destruction up to skill level 15
- find a trainer
- hire a thug to help you
- if you really want to follow the main quest right off the start, get Lydia with you and watch her beat the crap out of the bears on the way to High Hrothgar! She is good in One Handed and by watching her fight you'll get an idea on how skills really matter on the damage you deal.
- Use traps! They now deal a great amount of damage to both you and your enemies, if you time your movements right you can kill almost all Draugr in Bleak Falls Barrow by attracting them to traps.
- RUN! If you can't win a fight even though you're using everything at your disposal flee away and come back when you're stronger. Also, keep in mind that you don't actually need to kill everyone you stumble upon, you can actually rush through Bleak Falls Barrow without even fighting a single Draugr.

 


Q: How am I supposed to do the Riverwood smithing tutorial with little to none initial smithing skills?
A: You can't. Too bad the game hardcodes a minimum smithing skill requirement of 14 regardless of the item material, so Iron has actually a minimum skill requirement of 14 instead of 1. I have no solution to this. However, once the first skill level up is reached, you'll get to 14 in no time.

 

Q: My spells keep failing, I can't pass the test to enter the College of Wintherhold! And I'm not the Dragonborn yet so I can't shout to pass the test.
A: That's the whole point! Now the admission test actually makes sense. If your magic skill is low fortify it with potions or enchanted stuff, or come back when you actually deserve to enter the college!

 

Q: Why ore veins never vanish?
A: They do vanish. Just keep mining, they'll eventually deplete after a while. It all depends on which minerals you are mining: Iron veins require 150 hits, Gold 45, Ebony 36 etc.

 

Q: How do I know if I'll be able to use a weapon I'm buying?
A: Either read the in-game Help - Attacking section or equip a weapon before browsing a merchant inventory. That way you'll see what actual damage you'll deal with that weapon.

 

Q: I have reached 20/40/60/80/100 in <insert skill here> and haven't got the bonus perk point!
A: The game is paused in the UIs [inventory, Alchemy, bartering with merchants etc] and so is the OnStoryIncreaseSkill event that checks your skills. When you reach 20/40/60/80/100 in whatever skill close the UI to unpause the game and wait a few seconds to obtain the perk point.

 

 


32562-1-1466862010.png

  • Skyrim 1.9.32.0.8
  • Dawnguard DLC
  • Hearthfire DLC
  • Dragonborn DLC
  • Unofficial Skyrim Legendary Edition Patch -- see the included Readme for the required version
  • SKSE 1.7.3 or superior
  • Wrye Bash v300 or higher recommended to build a Bashed Patch if you use mods that alter items stats and leveled lists
  • 7zip recommended


32562-0-1466862010.png


Manual installation

 


NOT supported. However, if you really want to do things manually, unpack everything in the Data folder and enable the ESPs of your likings in the game launcher.

 

NMM installation

 

Download, install, and enable the ESPs of your likings.

 

Wrye Bash installation - RECOMMENDED

 

Download, install, and enable the ESPs of your likings. Rebuilding the Bashed Patch with WB 307 is highly recommended when using other mods that alter the leveled lists.

 

 

For the full YASH experience enable YASH.esp *AND* YASH_AllOptionals.esp

 

For a customized experience enable YASH.esp plus one or more of the following:

  • YASH_CombatAI.esp - this ESP alters the enemies combat AI and combat style. It can be used as a standalone mod.
  • YASH_DroppableQuestItems.esp - with this ESP enabled all non-MQ quest items are droppable. Same applies to Dawnguard and Dragonborn MQ. It can be used as a standalone mod.
  • YASH_FoodsAndDrinks.esp - with this ESP enabled foods and drinks will give timed boosts to magicka, health and stamina. It can NOT be used as a standalone mod.
  • YASH_GuardsWithoutHelmets.esp - with this ESP enabled town guards won't wear any helmets. It can be used as a standalone mod.
  • YASH_ItemsStats.esp - this ESP alters items, ingredients, weapons and armors stats and weights. Disabling this ESP will revert a lot of things to their vanilla state, thus unbalancing the gameplay a bit. The only reason why it's optional is for mods compatibility. It can be used as a standalone mod.
  • YASH_OpenEncounterZones.esp - with this ESP enabled the enemies will cross the zones boundaries, chasing you outside dungeons, caves and town buildings. It can be used as a standalone mod.
  • YASH_Perks.esp - with this ESP enabled all perks will be altered and race specific perk ranks will be added. Plus, all perks are skippable to reach the perk of choice. It can NOT be used as a standalone mod.
  • YASH_PowerfulShouts.esp - with this ESP enabled all shouts are way more powerful [this applies to Dragons, Draugr and Miraak as well]. It can be used as a standalone mod.
  • YASH_RenamedSkillBooks.esp - with this ESP enabled all skill books are renamed to match the teached skill. It can be used as a standalone mod.
  • YASH_SmithingRecipes.esp - this ESP alters smithing recipes and adds skill requirements for tempering. It can be used as a standalone mod.
  • YASH_UncommonPlants.esp - with this ESP enabled almost all plants are harvestable for ingredients, with a small chance to find hidden small treasures. It can NOT be used as a standalone mod.
  • YASH_UnleveledEnemies.esp - with this ESP enabled all NPC are spawned at any player level but the hardest enemies are rare. It can NOT be used as a standalone mod unless you remove the YASH.esp master in xEdit.
  • YASH_UnleveledLoot.esp - with this ESP enabled all items in the world are available at any player level but the valuable loot is rare. It can NOT be used as a standalone mod unless you remove the YASH.esp master in xEdit.


- you shouldn't mix any of the above with YASH_AllOptionals.esp, either use YASH.esp + YASH_AllOptionals.esp OR YASH.esp and one ore more of the optional ESPs
- any of the optional ESPs can be safely enabled and disabled at will during the same playthrough for testing purposes and to customize the mod to your likings
- note that YASH is meant to be played with YASH.esp and YASH_AllOptionals.esp only
- also, mixing YASH with other gameplay mods, hence producing mixed results, falls completely under your responsibility
- rebuilding the Bashed Patch after the installation is recommended to merge whatever mod leveled lists and stats with YASH's

 


Updating

 

Uninstall the old version, install the new version. Simple as that.
Just make sure you DON'T run the game in between.

 

 


32562-0-1467578959.png


YASH was never made with compatibility in mind. Therefore, conflicts with mods that alter the same things are to be expected. The question here should not be "Is YASH compatible with mod X that alters the same thing?" but "Do I still need mod X that alters the same thing?" - No, you don't. Truth is, if you believe in what YASH does you really don't need much else. However, apparently the mod is compatible with just about anything you can name and can run on top of every mod out there. Lot of gameplays have been done in this regard and it looks like no one has ever found a game-breaking conflict with whatever mod. Worst thing that could happen, other mods may overwrite YASH's changes, but it's not strictly a sign that things won't work at all: they just won't work exactly as intended by YASH, meaning that overriding its mechanics with other mods is fine as long as you are aware that a benign override wil occur. Of course you should NOT install YASH alongside any other overhauls. You should also avoid mods that add custom races as I have no control on those, unless you don't really care to add YASH mechanics to those. Also, mods that alter vanilla races are not compatible unless you get your hands dirty and do a bit of work in xEdit to merge stats and abilities, or ask me to provide a compatibility patch.

 


If you are unsure how another mod will work alongside YASH post a comment, I'll have a look and if necessary I'll provide a compatibility patch.

 

 


Known 100% compatible mods


All mods in this section survived strict and thorough testing and are known to work flawlessly with YASH:

 


Alternate Start - Live Another Life
ASIS
Falskaar
Frostfall
Immersive Armors
Immersive Creatures
Immersive Weapons
Run For Your Lives
Wet And Cold
When Vampires Attack
Helgen Reborn
Travellers of Skyrim

 

 


Tested mods


The following mods have been either tested by users request or out of curiosity. They have been tested with tools and to some extents in-game as well. Their presence in this section doesn't mean I personally recommend or oppose their use, either alone or alongside YASH. I'm neutral. Your call. Potential problems I found in these mods will not be reported here.

 


Acquisitive Soul Gems Multithreaded -- the tested 3.2.i version is compatible, no conflicts detected.
Advanced Adversary Encounters -- the tested v1 version is compatible, benign conflicts detected. Install the compatibility patch if you want both mechanics merged together.
Arrows and Bolts Tweaks -- the tested 4.3 version [all-in-one ESP] is compatible, benign conflicts detected.
Better Horse Pain Sounds -- the tested v1 version is compatible, no conflicts detected.
Better Vampires -- the tested 7.1 version requires a compatibility patch, see Files section.
Combat Evolved -- the tested 2.4a version is compatible, benign conflicts detected.
Enchantment Reload fix -- the tested 1.2 version is compatible, no conflicts detected.
Ethereal Elven Overhaul and its subsequent USLEEP Patch and DLC Patch -- the tested 1.1.1 version requires a compatibility patch, see Files section.
Faster Get Up Stand Up Animation -- the tested 2.0 version is compatible, no conflicts detected.
Fires Hurt -- the tested 1.09 version is compatible, no conflicts detected.
Immersive Citizens -- the tested 0.3.1a version is compatible, benign conflicts detected.
Immersive Horses -- the tested 1.9 version is compatible, benign conflicts detected.
Khajiit Merchants Buy Stolen Items -- the tested 1.0 version is compatible, benign conflicts detected.
Less Charitable NPCs -- the tested 1.0 version is compatible, benign conflicts detected.
Lower Sounding Thieves Guild Door -- the tested 1.0 version is compatible, no conflicts detected.
Mine Foremen Sell Ore -- not tested, the current 1.2 version is reported as incompatible with USLEEP.
No Poison Dialogues -- the tested 1.0 version is compatible, no conflicts detected.
Moonlight Tales -- the tested 2.51 version is compatible, no conflicts detected.
NPC Knockout Overhaul -- the tested 3.4 version is compatible, no conflicts detected.
One With Nature -- the tested 2.1 version is compatible, benign conflicts detected.
Pick Up Books - Simple -- the tested 1.0a SKSE version is compatible, no conflicts detected.
Realistic Needs and Diseases -- the tested 1.0.1 version is compatible, benign conflicts detected.
Religion - Prayer Meditation Worship -- the tested 2.0 version is compatible, benign conflicts detected.
Royal Bloodline -- the tested 2.5 version is compatible, no conflicts detected.
Skyrim unbound -- the tested 5.15 version is compatible, benign conflicts detected.
SkyTEST - Realistic Animals and Predators -- the tested 1.48 version is compatible, benign conflicts detected.
Stealth Skills Rebalanced -- the tested 1.5 version is compatible, benign conflicts detected.
Trade and Barter -- the tested 1.2 version is compatible, benign conflicts detected.
Unlimited Woodwork and Mining -- the tested 1.2 version is compatible, benign conflicts detected.
Vendor Sale Delay Gone -- the tested 2.0 version is compatible, benign conflicts detected.

 

 


THANKS TO

  • Arthmoor
  • B1gBadDaddy
  • Hanaisse
  • heilghast
  • Il Ducey
  • JustinOther
  • Pseron Wyrd
  • Rocket
  • SilentSpike
  • Terra Nova
  • Verteiron
  • Worm
  • Zilav


And everyone I may have forgot to mention.


What's New in Version 1.37

Released

  • - 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.

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