By ArthmoorLong ago, during the second era in the time of the Planemeld, adventurers sought out whatever power they could gain to aid in their battle against Molag Bal. Among these items of power were Skyshards, presumably made available by the gods for those who were dedicated to exploring both the hidden and mundane corners of Tamriel. Not much is truly known about them, but in these trying times of dragons and civil war, the Skyshards have once again appeared for the Last Dragonborn to discover and augment his power.
ESO Skyshards places several shards throughout the province of Skyrim, including Dawnguard areas and Solstheim. Much like the ones from ESO itself, once you collect 3, you will earn 1 perk point to spend as you see fit. There are 6 in each section, for a total of 66 shards amounting to 22 extra perk points. That may seem like a lot, but by the time you've found them all you'll likely be pretty high level anyway so it balances out in the end. Sorry, beyond the 3 screenshots displayed for the mod, I will not reveal the locations of all of the shards. They do not have map markers either, and there are no plans to provide any. They are located in a mix of easy areas and hard areas so they should prove to be quite a challenge to locate.
This mod will go especially well with mods that expand the number of perks you can use as well as perk overhauls that expand the number of points required to obtain perks.
By dAbThe 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.
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.
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.
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.
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.
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.
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.
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.
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.
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].
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].
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.
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].
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.
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.
- 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
- may cause severe addiction
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.
Skyrim 220.127.116.11.8 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
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.
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
Uninstall the old version, install the new version. Simple as that.
Just make sure you DON'T run the game in between.
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
Run For Your Lives
Wet And Cold
When Vampires Attack
Travellers of Skyrim
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.
Arthmoor B1gBadDaddy Hanaisse heilghast Il Ducey JustinOther Pseron Wyrd Rocket SilentSpike Terra Nova Verteiron Worm Zilav
And everyone I may have forgot to mention.
By HanaVampire Sun Damage Effect Modification
by Hana / Hanaisse
Ah, the fun and joy of being a vampire. Argh, that moment of shocking blindess when you step outside into the daylight.
This is just a small, simple change to the effect of sun damage notification, lowering the blinding brightness and lowering the tone. No changes have been made to the effect itself. I was just getting annoyed with being blinded.
Install via BAIN, NMM or MO, or unzip into a temp folder and drop the .esp into your Data folder.
Uninstall via BAIN, NMM or MO, or delete the .esp from your Data folder. There are no scripts to bork your saves.
* DO NOT upload this file anywhere else please.
By ArthmoorEver wondered why the guards and other NPCs can use practice dummies to train on (even if it's not real) but you can't? Perhaps you want to boost your combat skills before heading out into the big bad world to make a name for yourself, but have been unable to do so. Maybe you just like sticking dummies with sharp objects because they don't bleed all over everything and make a big mess on that nice rug in your basement.
Practice Dummies allows you to train your 1H and 2H combat skills, archery, and magic skills with frost, fire, and shock spells. You can do this up until skill level 30, after which you will gain no more insight from attacking the dummies. This is accomplished through the use of a simple script attached to combat dummy objects which are already present in the game but never used. Archery targets required the creation of a second object to replace the normal static target objects.
Support for all official DLCs, as well as Falskaar and Wyrmstooth is included.
By VainWhat It Is
Ever accept the gift of Lycanthropy from the Companions?
Love running around as a wolf?
Hate using the Wait function?
Now you can be the ALPHA Werewolf! All other werewolves
are just childish puppies in comparison to your glorious might!
This mod enables you to leave Beast Form at will!
It also continues the vanilla Werewolf damage progression
to level 100 (up from 50).
The Ring of Hircine will also grant you the Blessing of
Hircine - a constant buff that allows unlimited transformations
regardless if the ring is equipped or not! You must equip the
Ring at least once to gain this ability.
How it Works
After you turn into a Werewolf, change back at any time by
holding the F key (by default your Point of View key).
Recommend only using after you have completed the Deadric
quest for Hircine and obtaining his ring as a reward.
This ring removes the cooldown on Beast Form allowing
unlimited transformations to the still-wet-behind-the-ears pup.
Dawnguard version continues leveling not only the claw
damage but the damage resistance to level 100 (up from 50).
Extract the files to your Steam>steamapps>common>Skyrim>Data folder.
Remove the .esp and the .bsa file.
Report possible bugs via PM or comment.
Possible upgrade to damage/damage resistance/feed healing
depending on popular opinion.
Functionality for the removal of the Blessing of Hircine if
Lycanthropy is cured.
Compatibility and Requirements
Will not be compatible with any mods that modify these files -
Requires the following programs to run -
The Skyrim Script Extender
Also available on Steam and The Nexus and TES Alliance
By VainWhat It Is
Creates a wearable amulet that behaves exactly like the
Quiet Casting Illusion magic perk.
No more dumping four perks into Illusion magic when
you could be putting them all into fireball!
Where it Is
Inside the College of Winterhold is a hidden amulet.
Apparently it slipped off the Archmage's neck while he
was tending his garden. Its magic is yours for the taking...
if the Archmage will let you into his room!
The necklace is a diamond necklace but otherwise
visually unremarkable and it is there, but like any
piece of jewelry it is easily misplaced. Not even the
Archmage has been/was able to find it! If you are not
yet the Archmage, the item will be flagged as stolen
so be warned!
You may also download the disenchantable version. I would
consider this version of the mod a cheat and unbalanced for
Extract the .esp and .bsa to your Steam>steamapps>common>Skyrim>Data folder.
Remove the .esp and .bsa.
Report possible bugs via PM or comment.
Also available on Steam and The Nexus and TES Alliance.
By ArthmoorFrom the depths of the ether, or just the cutting room floor, comes forth several NPCs, some quests, and other miscellaneous content which was created but never implemented in the game. If ever you had the feeling that Skyrim was missing something, you were probably right! This mod should relieve a bit of that. Villages that were supposed to exist have been brought back. Quests that were partially implemented have been completed. Various items have been restored that were still in the data files. NPCs have been brought back to the game and given homes where appropriate. Plus plenty of other random bits of stuff that was mentioned in the game but didn't exist yet.
NPCs were implemented using the list available on the UESP: https://en.uesp.net/wiki/Skyrim:Unused_NPCs
Unimplemented quests were seeded by the following list on UESP: https://en.uesp.net/wiki/Skyrim:Unfinished_Quests
Some unimplemented items have been added from the following UESP list: https://en.uesp.net/wiki/Skyrim:Unobtainable_Items
Official Skyrim patch 18.104.22.168.8 or greater.
Official Dawnguard DLC.
Official Hearthfire DLC.
Official Dragonborn DLC.
Unofficial Skyrim Legendary Edition Patch 3.0.14 or greater.
An expansion of Skyrim's weapon rack system, which adds new racks and more functionality:
New racks: a staff rack (see screenshots) and a shield-only plaque, plus a second version of the standard wooden rack with a new texture
An exclusive rack for Wuuthrad will be enabled in Jorrvaskr after completion of "Glory of the Dead"
All display cases (both the large cases in Hjerim and the Archmage's quarters, as well as the dagger cases in Hjerim, the Archmage's quarters and Vlindrel Hall) can now be individually configured at any time to either run the weapon rack scripts (which makes them weapon-only cases) or to disable them (and using them for placing arbitrary items by grab-and-drop)
The standard wooden racks will accept tools now (i.e. brooms, shovels, hoes and pitchforks)
The mod will also add both new and old racks to all player homes and the Archmage's quarters, but leaves you the decision to actually install them or not: they can be obtained as replacers for your wall clutter and acquiring them has been embedded in a small quest.
The best places to have a quick look at everything are the garden of Honeyside (player-activatable rack with tools) and Hjerim (everything else). The special effect on the staff rack looks best in the Archmage's quarters, though (the ambient light colour has some effect on how the effect colours display).
By ArthmoorA small mod that makes citizens in a village or city run indoors during a dragon or vampire attack.
This was born out of frustration at seeing the citizens all trying to be a hero and rushing headlong to their doom attacking dragons and vampires. Instead, the citizens will run to safety like smart people should when faced with the horrors of giant flying fire breathing lizards (or bloodthirsty undead). NPCs who live in the attack location who own a home there will retreat to it. If the attack location has an inn, NPCs who don't live there will flee to the inn, along with any NPCs who live outdoors. If no inn is present the game picks a random interior from the surrounding area and those NPCs will flee there instead.
This should work for any NPCs added by mods as well, up to a limit of 150 in the area. After that, they're on their own. The NPCs chosen are first come, first serve by the game engine.
Guards, members of The Companions, Vigilants of Stendarr, and the player's followers/teammates will not run, they will stand and fight. Farm animals will not run either, because they're stupid. That includes your horse.
Spawned dragons are detected via animation events, which should allow for completely reliable detection even if the dragon never lands on something.
Hand placed dragons are detected when their combat state changes* as well as when they land on any available perch objects in the area.
Vampires will be detected when the events that spawn them begin running.
* [Only after they land on the ground]
My Patreon Page: https://www.patreon.com/arthmoor
By ArthmoorThe crafting system is one of Skyrim's better features, but for thieves and archers, there's not much use for the system. Light armor is dead easy to come by in already finished forms, but arrows can sometimes be scarce in the types you may want. Lockpicks have been known to be somewhat scarce too, yet are relatively basic to construct.
Ars Metallica aims to fill in some of the basic issues I had with the crafting system by doing the following:
For vanilla Skyrim:
Allow archers to forge their own arrows out of the various ore materials, wood, leather strips, and feathers. Indirectly making it somewhat useful to chop wood too. Allow thieves to make their own lockpicks out of iron or steel. Provide skill advancement for the use of the smelter to melt down ore. After all, that's as important as knowing how to shape it once refined. Provide skill advancement for the use of the tanning rack to make leather. That's far more important in my mind than the skill advances from using the leather to make stuff. Provide for a small amount of skill advancement from mining the ore itself out of ore veins. Provide the ability to melt down existing pieces of armor and some clutter items into ingots so that you can then use those ingots to make missing pieces of a set if you want. Allow members of factions to forge equipment appropriate to their guild. Thieves can make guild armor. Assassins can make Brotherhood armor. Legionnaires can make Imperial armor, and so on. For Dawnguard:
Modifies the dragonbone arrow recipes and the crossbow bolt recipes to conform to the same formulas as vanilla. Disabled Dawnguard's native recipes. For Hearthfire:
Provides smithing experience for using the various workbenches used to construct your homes. The drafting table does not count since nothing is actually built using it. For Dragonborn:
Modifies the stalhrim and nordic arrow recipes to conform to the same formulas as the vanilla arrows. Adds smelting formulas to recover ore from stalhrim and nordic carved equipment. Adds crafting feathers to the Felsaad Tern. Note that all smelting of metals requires that you know the perk associated with that metal. For example, if you wish to smelt Dwemer scrap, you need to know the Dwemer Smithing perk first. This applies not just to smelting existing goods but also to smelting raw ore. This isn't a bug, it's a feature.
My Patreon Page: https://www.patreon.com/arthmoor
By ArthmoorMisery and despair have haunted you all your life. Just when you thought it couldn't get any worse, you've been arrested and thrown in the dungeons. Your trial was supposed to be weeks ago, only nobody has come for you. It's been so long since seeing daylight you no longer know what month it is anymore. The dungeon is cold, damp, and worse still, you're running out of food. At least you have that leak in the wall for water. It seems as though you've been forgotten, soon to rot away and die. The eight have forsaken you! Or... have they?
Live Another Life provides an alternative means to start the game for those who do not wish to go through the lengthy intro sequence at Helgen. You will be given the opportunity to choose your race and then choose a new life for your character to lead. A wide variety of choices will be available. What you choose will have a lasting impact, so choose carefully or the gods may forsake you again!
Additional support has also been provided to allow you to extend Live Another Life with your own starts.
Check out the video review GamerPoets did for his first episode:
The Assimilation Lab
Live Another Life Bug Tracker
Official Skyrim patch 22.214.171.124.8 or greater. Using earlier game versions will result in CTDs and other problems. Just don't.
Official Dawnguard, Hearthfire, and Dragonborn DLCs are required.
Use of the Unofficial Skyrim Legendary Edition Patch is STRONGLY recommended.
You will need to turn on subtitles to see the text for the startup quest.
Alternately, download and use Fuz Ro D-oh - Silent Voice to see subtitles only on those NPCs with no voiced audio. This requires SKSE.
Installation - Wrye Bash BAIN
Drop the archive into your Skyrim Mods\Bash Installers folder, then install as usual.
Make sure the mod is active in the Wrye Bash mods tab.
Installation - Steam Workshop
Subscribe to the mod via the Workshop page, then use the Skyrim launcher to allow it to download and install.
Make sure it's active in the Data Files menu.
Installation - Nexus Mod Manager
Use the "Download with Manager" button on the Live Another Life page at Skyrim Nexus. The installer should take care of things from there.
Or add it to NMM manually through the "Add File" dialogue.
Then simply make sure NMM has the mod activated.
Installation - Manual
Drop Alternate Start - Live Another Life.esp, Alternate Start - Live Another Life.bsa, and Alternate Start - Live Another Life.ini into your Data folder.
Activate the mod using whatever management tool suits you.
Uninstalling Live Another Life
Due to the nature of Skyrim mods, especially those adding scripts, it is strongly discouraged to attempt uninstalling a mod from your active game. Any mod that is more than pure mesh or texture replacements has the possibility to leave behind permanent changes to your save that you may not want. This is not something modders can correct for. It is how the game was designed by Bethesda. No support will be provided for anyone who uninstalls this mod from an active game and continues on with that save.
That said, should you insist on going forward with doing so you must adhere to the following:
First things first. You need to be sure the main quest has been started before you can uninstall this mod. The quest "Live Another Life" must have been marked as completed, AND you must have "Before the Storm" listed in your journal. Uninstalling prior to this will break the main quest as well as the civil war.
It should also go without saying that if you're using the farmhouse start, clean your stuff out of it first because if you don't you'll lose it all.
Clean your stuff out of any other start location containers you may be using, including any that are part of the vanilla game because they will NO LONGER BE SAFE STORAGE!!!
Once that's done, use your preferred method to uninstall the mod. The .esp, .bsa, and ini files must be removed entirely.
Steam Workshop users should be sure to unsubscribe before doing this or the launcher will simply replace those files again.
Due to the sensitive nature of the mod, it should be loaded relatively late in the load order. A lot of other mods may seek to make modifications to Helgen and the charactergen quests. Moving this further down in your list will likely help, a lot. I highly recommend going with the order LOOT specifies.
Starting the Main Quest
Skyrim has a lot more flexibility in pursuit of the main quest, even when playing the default Helgen scenario. Alduin's appearance does not force one to pursue the main quest beyond Helgen. So this mod is mainly providing a mechanism to bypass Helgen and not encounter Alduin either. The game will patiently wait for you to follow along. So there's no special effort really needed to avoid it, just don't do it
For most of the starts, it will appear as though your "Live Another Life" quest has stalled. You will not have an active objective telling you where to go next. When you are ready to begin pursuing the main quest, talk to an innkeeper and ask them for rumors. You'll be given a generic rumor about Helgen and told to travel there. You can also simply go to Helgen on your own without anyone telling you to do so.
The main quest will also start if you join the Civil War, complete the first two missions for your chosen side, and then get sent to Whiterun. Once there, you'll find Whiterun closed. If you manage to bribe or persuade your way in, the next guard you pass by who delivers the line about Helgen being hit by a dragon will resolve the beginning portion. Otherwise asking them what they mean by dragons will get you pointed toward Helgen and you can proceed from there.
If you somehow avoid all the guards and get into Dragonsreach without ever hearing about Helgen, the MQ will be force-started upon entering the main hall. Sorry, but this failsafe is required because it is not possible to advance the Civil War until Bleak Falls Barrow and Dragon Rising have been completed. Bethesda did not supply dialogue to allow for a Stormcloak takeover of Whiterun before starting the Main Quest.
Choosing the campsite start will begin immediately with the encounter with Alduin.
Using this mod to follow the default Helgen sequence will play out the same as the vanilla game.
As of version 2.5.0 and higher, Live Another Life allows for extensions to be written to provide additional starting options. This is a known list of extensions that are available:
City Guard - the example extension provided on the Nexus page for LAL.
Legacy of the Dragonborn - An extension to allow you start as a relic hunter for the mod's museum in Solitude.
Death Alternative - Alternate Start Addon - Various options to start as a slave and/or captive.
Salmon Shack - LAL Version - Start option utilizing MannyGT's Salmon Shack.
New Beginnings - Several new start options using the extension framework.
Starting Spell Choice
Tested and confirmed to work with Open Cities Skyrim.
Known to be incompatible with any mod which attempts to remove the essential flags from any NPCs in Helgen.
Song of Ice and Skyrim causes the game to get stuck loading the prison cell, regardless of load order.
Descent Into Madness causes the game to get stuck loading the prison cell, regardless of load order.
The Oblivion Racial Bonuses module from Occupy Skyrim is not compatible since OCS OSR.esp alters MQ101.
Sellswords is not compatible because it alters MQ101 to be able to offer its alternative game mode.
The Forsworn Legacy - Use the "Savegame Version" and delete Data\Scripts\QF_MQ101_0003372B.pex after installing it. DO NOT USE the "new game" version as it will not work with my mod.
Helgen Reborn – Previously required a lockout for the vanilla start. As of Helgen Reborn 105.3 this is no longer the case and all start options are now fully compatible.
Return to Helgen (by Giskard) - This mod is only partially compatible with LAL. If you plan to use them together, you must trigger the events at Helgen BEFORE venturing to the city of Solitude. Going to Solitude before Helgen will completely break the chain of events and render the MQ unstartable, as well as potentially disrupting the Civil War permanently. Starts in or immediately near Solitude will be disabled in LAL as long as Return to Helgen is installed.
Morskom Estate - Previously required a lockout for the vanilla start option. This is no longer the case with Morskom 1.3 and above. All start options are now compatible.
Shlongs of Skyrim (ugh, yes, there really is a mod about that) - This has been reported to completely mess up the cart ride for the vanilla start option. If you're going to use that mod, it is best to wait until you're off the carts and inside the keep before installing it.
Become High King of Skyrim - Edits MQ101, though it's a dirty edit. Either clean the mod using TES5Edit or make sure it loads BEFORE Live Another Life so that it won't cause the "new game" menu to get stuck.
Better Vampires - No issues should arise from using LAL and BV together. Even the vampire start should work properly as the method LAL uses to change you into one uses script calls BV retains in its edited version of the player's vampire quest.
Pirates of the Pacific - Has been reported several times to cause the player to spawn somewhere completely off the map. It is not currently known what causes this as it really shouldn't be possible.
Buy_Whiterun3 - The optional "New Start" file has been confirmed incompatible because it modified the MQ101 quest scripts. Do not install the optional file.
Reclamation Legacy Armor - This mod, now obsoleted by an update, had a patrol package edited that should not have been which would cause Alduin to get stuck in Helgen. The renamed version of the mod, "Reclamations Morrowind Style" no longer has this problem.
Requiem - Has several ITMs, one of which touches MQ101 and will interfere with my changes to the quest. MQ102 is also edited and will block necessary changes. Move Requiem above LAL in your load order. Cleaning alone will not resolve the issue.
Mods altering the Abandoned Prison (cell 00021594) will probably need to be patched since the navmesh has been edited.
Mods which alter the following quests will not be compatible without a patch:
MQ101 - Unbound
MQ102 - Before the Storm
DialogueWhiterunGuardGateStop - Guard who stops you at the Whiterun city gate.
WERoad01 - Farmer refugees after dragon attack
Mods which edit the following scripts will not be compatible unless patched:
The Thane offer won't be available in every city right away if you use a property owner start. The quest interaction makes doing so impossible without sacrificing too much of the content to it.
When picking the Companions guild start, you need to go watch the fight before Vlikas will go outside to train you.
When choosing one of the two civil war starts, you are strongly advised to let the Jagged Crown scene play out. If you don't, the quest may fail to start and the entire civil war quest line will get jammed.
There may be some unfound dialogue that references Helgen. If you find some and have NOT witnessed Alduin fly overhead yet, please report those with as much detail as possible.
Some quests in a major city you pick a start for may not be available until after you've left that city and returned later. This is normal. It's due to how "Change Location" events work in the game and there's nothing that can be done about it.
If you pick the ship arrival start for Raven Rock, the mouse is not being locked down for some reason when the function is called to run the animated ship ride. No know solution for this exists as of yet. Avoid moving the mouse. It will disrupt the scene, even though the boat will arrive properly. It just looks goofy as hell.