YASH
Yet Another Skyrim hardcoe mod
Your game. My vision.
http://skyrim.nexusmods.com/mods/32562/
Requirements
Spoiler
- Skyrim 1.8.151.0.7 - WARNING - the current YASH version does NOT work with 1.9 beta - once 1.9 goes live you'll have to wait for the appropriate YASH version before updating the game
- Dawnguard DLC
- Hearthfire DLC
- Dragonborn DLC
- Unofficial Skyrim Patch -- see the included Readme for the required version
- Unofficial Dawnguard Patch -- see the included Readme for the required version
- Unofficial Hearthfire Patch -- see the included Readme for the required version
- Unofficial Dragonborn Patch -- see the included Readme for the required version
- SKSE
- Wrye Bash v303 or higher
- 7zip 9.20 or higher
Installation
Spoiler
Manual installation
NOT supported.
Wrye Bash installation
YASH is aimed to intermediate mod users who know their way around both TESVEdit and Wrye Bash. Make sure you have cleaned Update.esm and ALL DLC with TESVEdit 3.0.28 or superior before installing the mod.
The archive is BAIN ready. Just drop the archive in the Wrye Bash mods directory, install the mod as usual and enable YASH.esp.
At the time of this writing YASH is not included in the BOSS masterlist yet. For now load the mod last in your load order, just before the Bashed Patch. Rebuilding the Bashed Patch after the installation is necessary to merge the Unofficial Patches leveled lists with YASH's. A word of warning here: YASH features the most complex leveled lists system ever made, whereas in vanilla most lists have an average 20 entries most YASH lists have 230, for a total of over half a million entries. Wrye Bash may throw an out of memory error while rebuilding the patch, just close WB and retry until the patch is generated correctly.
Manual installation
NOT supported.
Wrye Bash installation
YASH is aimed to intermediate mod users who know their way around both TESVEdit and Wrye Bash. Make sure you have cleaned Update.esm and ALL DLC with TESVEdit 3.0.28 or superior before installing the mod.
The archive is BAIN ready. Just drop the archive in the Wrye Bash mods directory, install the mod as usual and enable YASH.esp.
At the time of this writing YASH is not included in the BOSS masterlist yet. For now load the mod last in your load order, just before the Bashed Patch. Rebuilding the Bashed Patch after the installation is necessary to merge the Unofficial Patches leveled lists with YASH's. A word of warning here: YASH features the most complex leveled lists system ever made, whereas in vanilla most lists have an average 20 entries most YASH lists have 230, for a total of over half a million entries. Wrye Bash may throw an out of memory error while rebuilding the patch, just close WB and retry until the patch is generated correctly.
*** VERY IMPORTANT - read before playing ***
Spoiler
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.
Also, keep in mind that YASH difficulty is balanced to work with http://skyrim.nexusmods.com/mods/18436 increased spawns. Installing ASIS alongside YASH is not strictly required but it's HIGHLY recommended to play YASH in its intended form. Otherwise you may find the game too easy on the long run.
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.
Also, keep in mind that YASH difficulty is balanced to work with http://skyrim.nexusmods.com/mods/18436 increased spawns. Installing ASIS alongside YASH is not strictly required but it's HIGHLY recommended to play YASH in its intended form. Otherwise you may find the game too easy on the long run.
Introduction
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 hardcoe 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.
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.
- Replace the player skill with the character skill. YASH is not aimed at button mashers but at players who carefully plan their characters.
Major gameplay changes
Spoiler
Unique Races
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 [see table], all affecting the gameplay in one way or another.
Details:
Race specific perks
Long story short: ALL perks stats have been altered in a way or another and some perk ranks are available only to certain races.
No level scaling
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 200 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.
Details:
Skill requirements for spells, weapons, armors and shields
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. Spells have a chance to fail, skill dependent.
Details:
Skill is everything
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. 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.
Details:
Foods and drinks
They 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.
Details:
Open encounter zones
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.
Details:
Altered items names and stats
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].
Details:
Improved weaknesses and resistances
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.
Details:
Improved combat AI
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.
Details:
Unique Races
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 [see table], all affecting the gameplay in one way or another.
Details:
Spoiler
Initial stats and skills:
Plus the vanilla powers and abilities.
Initial stats and skills:
ARGONIAN BRETON DARKELF HIGHELF IMPERIAL KHAJIIT NORD ORC REDGUARD WOODELFSTARTING HEALTH 65 70 55 60 70 65 85 100 70 50STARTING MAGICKA 25 85 70 100 75 10 5 25 15 10STARTING STAMINA 70 30 25 35 30 100 40 50 80 90CARRY WEIGHT 75 80 60 70 80 75 95 110 80 50HEALTH REGEN 0.25 0.3 0.1 0.2 0.3 0.25 0.45 0.6 0.3 0.1MAGICKA REGEN 2.5 8.5 7 10 7.5 1 0.5 2.5 1.5 1STAMINA REGEN 7 3 2.5 3.5 3 10 4 5 8 9ALTERATION 3 3 3 0 0 0 0 0 0 0ALCHEMY 0 0 0 0 0 3 0 0 0 5ARCHERY 0 0 0 0 0 0 0 0 3 7BLOCK 0 0 0 0 0 0 3 3 5 0CONJURATION 0 7 3 3 0 0 0 0 0 0DESTRUCTION 0 0 7 3 0 0 0 0 0 0ENCHANTING 0 0 0 5 3 0 0 0 0 0HEAVY ARMOR 0 0 0 0 3 0 0 3 0 0ILLUSION 0 5 3 7 0 0 0 0 0 0LIGHT ARMOR 3 0 0 0 0 0 5 0 3 3LOCKPICKING 5 0 0 0 0 3 0 0 0 3ONE-HANDED 0 0 0 0 3 3 3 5 7 0PICKPOCKET 3 0 0 0 0 7 0 0 0 0RESTORATION 0 3 0 3 5 0 0 0 0 0SMITHING 0 0 0 0 0 0 3 7 3 0SNEAK 7 0 5 0 0 5 0 0 0 3SPEECH 0 3 0 0 7 0 0 0 0 0TWO-HANDED 0 0 0 0 0 0 7 3 0 0SPECIAL ABILITY +50% PSN RES -25% CONJ CST -25% DEST CST -25% ILLS CST +25% HAGGLE +20% SPEED +10 MELEE DMG +25% SMITHING +15% WPN SPEED +50% BOW DMG
Plus the vanilla powers and abilities.
Race specific perks
Long story short: ALL perks stats have been altered in a way or another and some perk ranks are available only to certain races.
No level scaling
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 200 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.
Details:
Spoiler
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 the merchants inventories to the bosses chest. The chances 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
Daedric: 1 chance out of 100
Enchanted stuff follows the same rule.
NPC follow a similar rule. This is how their leveled lists are generated:
Meaning that in a list with 8 NPC the weakest has 58 chances out of 255 to be picked [that's 23%], while the hardest has 13 chances out of 255 to be picked [that's 5%] etc.
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 the merchants inventories to the bosses chest. The chances 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
Daedric: 1 chance out of 100
Enchanted stuff follows the same rule.
NPC follow a similar rule. This is how their leveled lists are generated:
LLIST 2 3 4 5 6 7 8 9 10 11 12 15 201 204 139 139 111 87 66 58 42 39 35 32 31 342 51 77 51 51 54 55 43 40 36 31 28 29 293 39 39 38 44 45 38 35 33 29 26 27 274 26 30 34 35 34 33 30 27 25 25 245 25 23 23 28 29 27 25 23 23 226 13 18 23 25 24 23 22 21 207 13 18 21 21 21 20 19 178 13 17 18 19 19 17 159 13 15 17 17 15 1310 12 15 16 13 1111 13 14 11 912 13 9 713 7 514 5 415 3 316 317 318 319 320 3TOT 255 255 255 255 255 255 255 255 255 255 255 255 255
Meaning that in a list with 8 NPC the weakest has 58 chances out of 255 to be picked [that's 23%], while the hardest has 13 chances out of 255 to be picked [that's 5%] etc.
Skill requirements for spells, weapons, armors and shields
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. Spells have a chance to fail, skill dependent.
Details:
Spoiler
Weapons requirements are as follows:
If you don't meet the required skill for that specific material the damage will be reduced to 10% and the weapon speed to 80%.
Note that if dual wielding you have to be skilled in BOTH weapons. This is both intentional and necessary, since dual wielding power attacks take into account only the LEFT weapon speed, so if your skill is low and you wield an uber weapon in the right hand and a weak dagger in the left hand you wouldn't suffer any penalties. This just shows how bad the dual wielding implementation is.
Armors requirements are as follows:
If you don't meet the required skill for that specific material, armor and boots will slow you down by 20% each and increase your stamina drain when running. Helmets cut magica regen in half, gauntlets double the spell cost and halve their magnitude.
Shields requirements are as follows:
Armor ratings are altered accordingly, to balance all the above.
Spells have a chance to fail depending on your skill. The higher the skill, the lowest the chance for the spell to fail. Once you reach 100 in that specific magic school no spells will ever fail anymore. Like weapons, if dual casting you have to be skilled in BOTH spells because one disrupts the other. Say you have a Ward in your left hand and Flames in your right hand, if you're low on Restoration there will be a chance to fail the Flame spell even though you're skilled in Destruction.
What matters for all the above is the BASE actor value, so buffs and enchantments won't ever lend a hand in meeting the required skill.
Weapons requirements are as follows:
Iron 1 in either One Handed, Two Handed or MarksmanSteel 20 in either One Handed, Two Handed or MarksmanOrcish 30 in either One Handed, Two Handed or MarksmanDwarven 40 in either One Handed, Two Handed or MarksmanElven 50 in either One Handed, Two Handed or MarksmanGlass 60 in either One Handed, Two Handed or MarksmanEbony 70 in either One Handed, Two Handed or MarksmanDragonbone 80 in either One Handed, Two Handed or MarksmanDaedric 90 in either One Handed, Two Handed or Marksman
If you don't meet the required skill for that specific material the damage will be reduced to 10% and the weapon speed to 80%.
Note that if dual wielding you have to be skilled in BOTH weapons. This is both intentional and necessary, since dual wielding power attacks take into account only the LEFT weapon speed, so if your skill is low and you wield an uber weapon in the right hand and a weak dagger in the left hand you wouldn't suffer any penalties. This just shows how bad the dual wielding implementation is.
Armors requirements are as follows:
Iron 1 in Heavy ArmorSteel 20 in Heavy ArmorOrcish 30 in Heavy ArmorDwarven 40 in Heavy ArmorEbony 70 in Heavy ArmorDragonplate 80 in Heavy ArmorDaedric 90 in Heavy ArmorScaled 20 in Light ArmorElven 40 in Light ArmorGlass 60 in Light ArmorDragonscale 80 in Light Armor
If you don't meet the required skill for that specific material, armor and boots will slow you down by 20% each and increase your stamina drain when running. Helmets cut magica regen in half, gauntlets double the spell cost and halve their magnitude.
Shields requirements are as follows:
Iron 1 in BlockSteel 20 in BlockOrcish 30 in BlockDwarven 40 in BlockElven 40 in BlockGlass 60 in BlockEbony 70 in BlockDragonplate 80 in BlockDragonscale 80 in BlockDaedric 90 in Block
Armor ratings are altered accordingly, to balance all the above.
Spells have a chance to fail depending on your skill. The higher the skill, the lowest the chance for the spell to fail. Once you reach 100 in that specific magic school no spells will ever fail anymore. Like weapons, if dual casting you have to be skilled in BOTH spells because one disrupts the other. Say you have a Ward in your left hand and Flames in your right hand, if you're low on Restoration there will be a chance to fail the Flame spell even though you're skilled in Destruction.
What matters for all the above is the BASE actor value, so buffs and enchantments won't ever lend a hand in meeting the required skill.
Skill is everything
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. 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.
Details:
Spoiler
When I say EVERYTHING I mean it. You have to be skilled in Alchemy if you want to succesfully harvest an ingredient from a plant. 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.
Enchanting skill required to enchant specific item types with any kind of spell:
Smithing skill required to temper specific materials:
Weapon damage scaling formula: Damage = Weapon Damage * (1 + skill / 100) [where skill is either One Handed, Two Handed or Marksman. Once you reach 100 you'll deal double the damage]
Spell magnitude scaling formula: Magnitude = Spell Magnitude * (1 + skill / 100) [where skill is the magic school skill the spell belongs to. Once you reach 100 your spells will have double the magnitude]
Spell duration scaling formula: Duration = Spell Duration * (1 + skill / 100) [where skill is the magic school skill the spell belongs to. Once you reach 100 your spells will have double the duration]
Successful harvesting chance [in %]: 25 + Alchemy skill [meaning that once you reach 75 in Alchemy you'll always harvest ingredients succesfully]
Pickpocket chance formula: Pickpocket chance * (1 + Pickpocket skill / 100) [once you reach 100 you'll have double the chance to succesfully pick a pocket]
Lockpicking sweet spot: (1 + Lockpicking skill / 50) [once you reach 100 the locks will be 4 times easier to pick]
When I say EVERYTHING I mean it. You have to be skilled in Alchemy if you want to succesfully harvest an ingredient from a plant. 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.
Enchanting skill required to enchant specific item types with any kind of spell:
30 Clothing40 Jewelry50 Boots60 Gauntlets70 Helmet80 Cuirass90 Shields
Smithing skill required to temper specific materials:
14 Iron20 Steel30 Orcish40 Dwarven50 Elven60 Glass70 Ebony80 Dragon90 Daedric
Weapon damage scaling formula: Damage = Weapon Damage * (1 + skill / 100) [where skill is either One Handed, Two Handed or Marksman. Once you reach 100 you'll deal double the damage]
Spell magnitude scaling formula: Magnitude = Spell Magnitude * (1 + skill / 100) [where skill is the magic school skill the spell belongs to. Once you reach 100 your spells will have double the magnitude]
Spell duration scaling formula: Duration = Spell Duration * (1 + skill / 100) [where skill is the magic school skill the spell belongs to. Once you reach 100 your spells will have double the duration]
Successful harvesting chance [in %]: 25 + Alchemy skill [meaning that once you reach 75 in Alchemy you'll always harvest ingredients succesfully]
Pickpocket chance formula: Pickpocket chance * (1 + Pickpocket skill / 100) [once you reach 100 you'll have double the chance to succesfully pick a pocket]
Lockpicking sweet spot: (1 + Lockpicking skill / 50) [once you reach 100 the locks will be 4 times easier to pick]
Foods and drinks
They 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.
Details:
Spoiler
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.
Food benefits are soft capped at 50, meaning that if your food boost is at 50 you won't gain any more benefits from foods until the health/magicka/stamina boost decreases below 50. However, if your boost is at 49 you'll still gain benefit from the food you're eating. Therefore the maximum boost gained by foods is 74 [49 + 25]. Food effects are listed under the Effect menu but you don't have to do the math yourself, the game will warn you if you're close to your boost limit or if you didn't gain any benefit from the food.
Food benefits are as follows:
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.
Food benefits are soft capped at 50, meaning that if your food boost is at 50 you won't gain any more benefits from foods until the health/magicka/stamina boost decreases below 50. However, if your boost is at 49 you'll still gain benefit from the food you're eating. Therefore the maximum boost gained by foods is 74 [49 + 25]. Food effects are listed under the Effect menu but you don't have to do the math yourself, the game will warn you if you're close to your boost limit or if you didn't gain any benefit from the food.
Food benefits are as follows:
TYPE COST TIME (m) COOKED FORTIFY MAGICKA FORTIFY HEALTH FORTIFY STAMINAALE DRINK 5 30 NO 10 NO NOASH HOPPER LEG FOOD 2 5 NO NO 5 NOASH HOPPER MEAT FOOD 2 5 NO NO 10 NOASH YAM FOOD 1 5 NO NO NO 5ALTO WINE DRINK 10 30 NO NO 15 NOAPPLE CABBAGE STEW FOOD 10 30 YES NO NO 25APPLE DUMPLING FOOD 4 10 YES NO NO 12APPLE PIE FOOD 7 10 YES NO NO 18ARGONIAN ALE DRINK 10 30 NO 15 NO NOARGONIAN BLOODWINE DRINK 25 30 NO NO 25 NOBAKED POTATOES FOOD 4 10 YES NO NO 12BEEF STEW FOOD 15 30 YES NO 25 NOBLACK-BRIAR MEAD DRINK 25 30 NO 25 NO NOBLACK-BRIAR RESERVE DRINK 250 35 NO 25 NO NOBOILED CREME TREAT FOOD 4 10 YES NO NO 12BOAR MEAT FOOD 4 5 NO NO 8 NOBOAR MEAT COOKED FOOD 8 10 YES NO 15 NOBRAIDED BREAD FOOD 5 10 YES NO NO 15BREAD FOOD 4 10 YES NO NO 12BUTTER FOOD 2 5 NO NO NO 8CABBAGE FOOD 1 5 NO NO NO 5CABBAGE POTATO SOUP FOOD 10 30 YES NO NO 25CABBAGE SOUP FOOD 10 30 YES NO NO 25CARROT FOOD 1 5 NO NO NO 5CHARRED SKEEVER MEAT FOOD 5 10 YES NO 10 NOCHICKEN briast FOOD 2 5 NO NO 5 NOCHICKEN DUMPLING FOOD 5 10 YES NO 10 NOCLAM CHOWDER FOOD 12 30 YES 25 NO NOCLAM MEAT FOOD 2 5 NO 5 NO NOCLIFF RACER DRINK 30 20 NO NO NO 25COLOVIAN BRANDY DRINK 75 30 NO 25 NO NOCOOKED BEEF FOOD 8 10 YES NO 15 NOCYRODILIC BRANDY DRINK 100 30 NO 25 NO NODOG MEAT FOOD 2 5 NO NO 5 NODRAGONS BREATH MEAD DRINK 5 30 NO 10 NO NOEIDAR CHEESE WEDGE FOOD 2 5 NO NO NO 8EIDAR CHEESE WHEEL FOOD 4 10 NO NO NO 12ELSWEYR FONDUE FOOD 12 30 YES 25 NO NOFIREBRAND WINE DRINK 30 30 NO NO 30 NOGARLIC BREAD FOOD 5 10 YES NO NO 15GOAT CHEESE WEDGE FOOD 2 5 NO NO NO 8GOAT CHEESE WHEEL FOOD 4 10 NO NO NO 12GOURD FOOD 1 5 NO NO NO 5GREEN APPLE FOOD 1 5 NO NO NO 5GRILLED CHICKEN briast FOOD 5 10 YES NO 10 NOGRILLED LEEKS FOOD 3 10 YES NO NO 10HOLY WATER DRINK 5 30 NO 10 NO NOHONEY FOOD 3 10 NO NO NO 10HONEY NUT TREAT FOOD 4 10 YES NO NO 12HONNINGBREW MEAD DRINK 25 30 NO 25 NO NOHORKER AND ASH YAM STEW FOOD 12 30 YES 25 NO NOHORKER LOAF FOOD 8 10 YES 12 NO NOHORKER MEAT FOOD 4 10 NO 5 NO NOHORKER STEW FOOD 12 30 YES 25 NO NOHORSE HAUNCH FOOD 8 10 YES NO 15 NOHORSE MEAT FOOD 4 5 NO NO 8 NOJAZBAY CROSTATA FOOD 8 10 YES NO NO 18JESSICAS WINE DRINK 5 30 NO NO 10 NOJUG OF MILK DRINK 5 30 NO NO NO 15JUNIPER BERRY CROSTATA FOOD 8 10 YES NO NO 18LAVENDER DUMPLING FOOD 6 10 YES NO NO 12LEEK FOOD 1 5 NO NO NO 5LEG OF GOAT FOOD 2 5 NO NO 5 NOLEG OF GOAT ROAST FOOD 4 10 YES NO 10 NOLONG TAFFY TREAT FOOD 2 5 NO NO NO 8MAMMOTH CHEESE BOWL FOOD 3 10 NO NO NO 10MAMMOTH SNOUT FOOD 8 10 NO NO 8 NOMAMMOTH STEAK FOOD 10 12 YES NO 15 NOMEAD WITH JUNIPER BERRY DRINK 5 30 NO 10 NO NOMUDCRAB LEGS FOOD 2 5 NO 5 NO NONORD MEAD DRINK 5 30 NO 10 NO NOPHEASANT briast FOOD 2 5 NO NO 5 NOPHEASANT ROAST FOOD 5 10 YES NO 10 NOPOTATO FOOD 1 5 NO NO NO 5POTATO BREAD FOOD 5 10 YES NO NO 15POTATO SOUP FOOD 10 30 YES NO NO 25RABBIT HAUNCH FOOD 5 10 YES NO 10 NORAW BEEF FOOD 4 5 NO NO 8 NORAW RABBIT LEG FOOD 2 5 NO NO 5 NORED APPLE FOOD 1 5 NO NO NO 5SACK OF FLOUR FOOD 1 5 NO NO NO 5SALMON MEAT FOOD 2 5 NO 5 NO NOSALMON STEAK FOOD 4 10 YES 10 NO NOSEARED SLAUGHTERFISH FOOD 4 10 YES 10 NO NOSLICED EIDAR CHEESE FOOD 1 5 NO NO NO 5SLICED GOAT CHEESE FOOD 1 5 NO NO NO 5SNOWBERRY CROSTATA FOOD 8 10 YES NO NO 18SPICED BEEF FOOD 8 10 YES NO 15 NOSPICED WINE DRINK 20 30 NO NO 20 NOSTEAMED MUDCRAB LEGS FOOD 4 10 YES 10 NO NOSTROS MKAI RUM DRINK 60 25 NO 25 NO NOSURILIE BROTHERS WINE DRINK 25 30 NO NO 25 NOSWEET ROLL FOOD 4 10 YES NO NO 12TOMATO FOOD 1 5 NO NO NO 5TOMATO SOUP FOOD 10 30 YES NO NO 25VEGETABLE SOUP FOOD 10 30 YES NO NO 25VELVET LECHANCE DRINK 30 20 NO NO 25 NOVENISON FOOD 4 5 NO NO 8 NOVENISON CHOP FOOD 8 10 YES NO 15 NOVENISON STEW FOOD 15 30 YES NO 25 NOWHITE-GOLD TOWER DRINK 30 20 NO 25 NO NOWINE DRINK 5 30 NO NO 10 NO
Open encounter zones
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.
Details:
Spoiler
Once you've played the mod a bit you'll realize why Beth 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're in there's no turning back! You either kill everything or 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].
Once you've played the mod a bit you'll realize why Beth 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're in there's no turning back! You either kill everything or 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].
Altered items names and stats
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].
Details:
Spoiler
Armors stats are as follows:
Weapons stats are as follows:
Armors stats are as follows:
Iron * 1.1Iron Banded * 1.1Imperial * 1.2Steel * 1.3Steelplate * 1.3Draugr * 1.3Falmer * 1.3Dawnguard * 1.3Orcish * 1.4Dwarven * 1.5Elven * 1.6Glass * 1.7Ebony * 1.8Dragon * 1.9Daedric * 2.0
Weapons stats are as follows:
Iron * 1.1Imperial * 1.2Steel * 1.3Silver * 1.3Draugr * 1.3Falmer * 1.3Orcish * 1.4Dwarven * 1.5Elven * 1.6Glass * 1.7Ebony * 1.8Dragon * 1.9Daedric * 2.0
Improved weaknesses and resistances
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.
Details:
Spoiler
Are you sure you want me to spoil the game for you?
Are you sure you want me to spoil the game for you?
Spoiler
Well, you asked for it.
Well, you asked for it.
Spoiler
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.
Now onto creatures:
Undead, automatons, Atronachs and shell protected creatures resist 80% of the damage coming from arrows and bolts.
Flame Athronacs, Gargoyles and Ash Spawns are almost immune to fire spells.
Frost Atronachs, Frostbite Spiders and Death Hounds are almost immune to Frost Spells.
Storm Athronacs and Gargoyles are almost immune to Shock spells.
Draugr and Spriggans receive twice the damage coming from axes.
Trolls, Spriggans, Death Hounds and Frostbite Spiders receive three times the damage coming from fire spells.
Flame Atronachs receive three times the damage coming from frost spells.
Automatons, shell protected creatures, Gargoyles and Skeletons receive twice the damage coming from maces.
Automatons receive twice the damage coming from shock spells.
Beasts and no armored creatures receive twice the damage coming from swords.
Please use the SPOILER tags if you mention anything of the above in the thread.
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.
Now onto creatures:
Undead, automatons, Atronachs and shell protected creatures resist 80% of the damage coming from arrows and bolts.
Flame Athronacs, Gargoyles and Ash Spawns are almost immune to fire spells.
Frost Atronachs, Frostbite Spiders and Death Hounds are almost immune to Frost Spells.
Storm Athronacs and Gargoyles are almost immune to Shock spells.
Draugr and Spriggans receive twice the damage coming from axes.
Trolls, Spriggans, Death Hounds and Frostbite Spiders receive three times the damage coming from fire spells.
Flame Atronachs receive three times the damage coming from frost spells.
Automatons, shell protected creatures, Gargoyles and Skeletons receive twice the damage coming from maces.
Automatons receive twice the damage coming from shock spells.
Beasts and no armored creatures receive twice the damage coming from swords.
Please use the SPOILER tags if you mention anything of the above in the thread.
Improved combat AI
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.
Details:
Spoiler
Well there's 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 a bit. 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.
Well there's 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 a bit. 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.
Minor gameplay changes
Spoiler
- You can drop non-MQ quest items
- skill increases [and therefore leveling up] are half as slowSpoiler
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 can'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 always half as slow compared to vanilla]. - no difficulty settings. Altering the game difficulty in the game menu has no effect anymore: YASH has its own difficulty settingSpoiler
Vanilla difficulty settings work this way: at Novice you deal twice the damage and get half the damage. At Master you deal half the damage and get twice the damage. With YASH there's always a 1:1 correspondence between damage dealt and damage taken, no matter the difficulty setting. you can drop quest items. They are renamed as something like *Golden Claw*, so that players know they are importantpostponed to future updates -- waiting for the SKSE team to come up with something along the lines of IsQuestItem/SetQuestItem- race-specific skills aside, all initial skills start from 0. You read it right, you start as a complete nobodySpoiler
I'm confident any serious roleplayer will have an explanation for this - 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 attacksSpoiler
The same applies to drawn bows. Note that if you're not skilled in the cuirass or boots you're wearing the stamina will drain much more quickly. - potions cure over timeSpoiler
The same applies to the ingredients of the same potions. Actually there's no other way to make potions curing over time in the CK other than altering the ingredients effect durations. As a consequence, when you're low on Health / Magicka / Stamina you may take advantage of the ingredients powers by eating them raw: their magnitudes and durations are increased compared to vanilla. - the first perk of each skill tree has a skill requirementSpoiler
I have absolutely no idea why Beth didn't do this on the first place. What kind of character should be able to pick a perk right from the start? At any rate, the skill requirement is 10 for all trees. Since all skills start from 0 and by the time you have 10 in whatever skill you're already at level 4 or so you aren't likely to spend your perk points right from the first level ups. - 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 upSpoiler
Carry weight increases are as follows:Bosmer 1Argonian 2Dunmer 2Altmer 2Khajiit 2Breton 3Imperial 3Redguard 3Orc 4Nord 4
Note that if you don't level 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. - 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
- creatures venoms are more letal and last longer
- the player has no starting spells anymore
- the spinning death animation is replaced by a ragdoll
- common jobs will pay less, houses cost more, bounties are higher, spell books cost more, etc.
- giants are really gigantic
- dragons are way more powerful and spawn rarely
- skill books have their associated skill in their titleSpoiler
This isn't much realistic, I know I know. But it's to prevent players leveling up the wrong skill. - city guards don't wear helmets anymore [I hate robots]
- lockpicks have weight
- merchants inventory respawn every week [vanilla is 2 days]
- NPC use ammunitions - once they run out of ammo they go melee
- health regeneration during combat is disabled
- merchants inventories are location-based: Alvor in Riverwood isn't likely to sell enchanted stuff while Beirand in solitude have plenty
- armor skills are slightly increased while moving around if you wear a full set of armorSpoiler
Actually since there's no way to detect if the player is walking [there is no IsWalking condition in the CK] you'll get the skill increases only if you either RUN or sprint while wearing a full set of armor. Note that you can't mix armor parts here: you are supposed to either wear a full light armor set or a full heavy armor set. - 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
- ingots, ore, leather and leather strips you used to find around the world are gone, save for those you may find inside containersSpoiler
To balance the above out, you obtain much more ore from mine veins:IRON 50ORICHALCUM 36CORUNDUM 32SILVER 30MOONSTONE 24HEARTHSTONE 24QUICKSILVER 20MALACHITE 18GOLD 15EBONY 12STALHRIM 12
Might look too much at a first glance but you have to take into account that you'll need a LOT of resources to build your own house. - you can't change cuirass and boots in combat unless you meet the required skill to do soSpoiler
Cuirass require 50 in either Heavy Armor or Light Armor, boots require 25 in either Heavy Armor or Light Armor. If you change armor in combat you'll find yourself either naked or barefoot and you won't be able to reequip the armor parts until you're out of combat. You may find that you can't wear the armor parts even though you're actually NOT in combat anymore but it's just how bad the IsInCombat implementation is: if the game thinks you're still in combat you're in combat, period. Hide somewhere and just wait until the the IsInCombat condition is not met anymore. - Rested, Well Rested and Lover's Comfort won't increase skills faster for 8 hours anymore. Instead, all attributes regenerate 5, 10 and 15% faster for 8 hours
- 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
- you can't pick locks no matter how good you're at it if your character lacks the required lockpicking skillSpoiler
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. - all enemies search for you way longer after a sneak attackSpoiler
There's no way to get rid forever of the JUST MY IMAGINATION situation after you've just stuck an arrow right in the middle of the eyes of an NPC but they'll look for you much, much longer. - almost all plants [pines, ferns, aspens, vine maples etc] are searchable for ingredients like critters and mushrooms. You have also a small chance to find hidden treasuresSpoiler
Searchable plants:- Aspen
- Bush
- Clover
- Dead Shrub
- Dead Tree
- Fern
- Fern Cluster
- Moss
- Pine
- Roots [found underground, hanging from the cave ceiling]
- Shrub
- Small Pine
- Sword Fern
- Sword Fern Cluster
- Thicket
- Tree [just a generic tree found in the Reach]
- Tree stump [as above]
- Tundra Shrub
- Vine Maple
- Yellow Shrub
- Young Pine
- Aspen
- enchanted items effects are soft capped: you get the benefit of an enchanted item only if the same current effect is below 50 in magnitude
- merchants are harder
- minor tweaks to just about anything you can name
All the above in a 3 Mb only compressed archive.
Stability, performance and compatibility
Spoiler
Stability
YASH can't crash your game. Period.
However, it WILL instantly crash your game at the game menu if you don't have the required DLC and unofficial patches.
Performance
I've never had any evidence of performance drops, but your mileage my vary. Don't be misled by the size of the archive [it's because the mod mostly uses vanilla resources only]. YASH is HUGE. As such, you wouldn't believe how many things are running under the hood. Therefore, I could imagine that a little performance drop on low end machines is to be expected in very crowded areas.
Compatibility
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.
Side note: YASH works beautifully with ASIS increased spawns [actually it's VERY recommended to install ASIS alongside YASH to increase the spawn rates], but if you choose ASIS AI it will overwrite YASH's [not a big deal, they appear to be very similar]. YASH is perfectly compatible with http://skyrim.nexusmods.com/mods/9557 but it's obviously incompatible with any other overhaul out there.
Stability
YASH can't crash your game. Period.
However, it WILL instantly crash your game at the game menu if you don't have the required DLC and unofficial patches.
Performance
I've never had any evidence of performance drops, but your mileage my vary. Don't be misled by the size of the archive [it's because the mod mostly uses vanilla resources only]. YASH is HUGE. As such, you wouldn't believe how many things are running under the hood. Therefore, I could imagine that a little performance drop on low end machines is to be expected in very crowded areas.
Compatibility
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.
Side note: YASH works beautifully with ASIS increased spawns [actually it's VERY recommended to install ASIS alongside YASH to increase the spawn rates], but if you choose ASIS AI it will overwrite YASH's [not a big deal, they appear to be very similar]. YASH is perfectly compatible with http://skyrim.nexusmods.com/mods/9557 but it's obviously incompatible with any other overhaul out there.
A few numbers
Spoiler
- 19Mb in size for the ESP alone [yes, it's BIG]
- more than 18,000 vanilla records altered [yes, A LOT]
- 8 months of work -- around 800 hours [yes, a LOT of work]
Thanks to:
Spoiler
And everyone I may have forgot to mention.
- Arthmoor
- B1gBadDaddy
- Hanaisse
- heilghast
- Il Ducey
- JustinOther
- Pseron Wyrd
- Rocket
- SilentSpike
- Terra Nova
- Verteiron
- Worm
- Zilav
And everyone I may have forgot to mention.