Show

This thing is frigging HARD! I'm dying a lot! How do I survive the first levels?

I can't escape Helgen no matter what, I tried everything!

Show

It's probably something no one ever does in Helgen.

Show

And no, it's not running [although yes, you also have to run].

Show

And no, it's not hiding [although you also have to hide].

Show

Sheathe your weapon.

Spoiler:

And no, it's not hiding [although you also have to hide]. Spoiler:

And no, it's not running [although yes, you also have to run]. Spoiler:

It's probably something no one ever does in Helgen. Spoiler:

How am I supposed to do the Riverwood smithing tutorial with little to none initial smithing skills?

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.

Why ore veins never vanish?

How do I know if I'll be able to use a weapon I'm buying?

before

I have reached 20/40/60/80/100 in <insert skill here> and haven't got the bonus perk point!

How does YASH affect other mods in regard to added content?

My game crashes on saving, your mod is broken!

I opened your mod in xEdit and found a lot of mistakes!

Why don't you include the script sources in your package? What are you hiding?

I have loaded the game and I'm overencumbered, and I'm sure I wasn't before.

What is the YASHer?

Is this mod inspired by Requiem?

Why does this mod require USSEP?

This mod touches a lot of things and I fear it will break my game.

Why Skeletons are so powerful?

Why do you not add that <insert cool feature here> like that <insert cool mod here> does?

If skill requirements are for the most part based on weight why an Elven Sword requires more skill than an Iron War Axe? It makes no sense!

How does spell failure work?

Does this mod support Skyrim VR?

But..

How fast is YASH?

Q1: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, Block 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.Q2:A: Perhaps there's something you haven't done. I'll put it in a spoiler.Q3: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 10. I have no solution to this. However, once the first skill level up is reached, you'll get to 14 in no time.Q4:A: That's the whole point! Now the admission test actually makes sense. Train your skills and come back when you actually deserve to enter the college!Q5: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.Q6:A: Either read the in-game Help - Attacking section or equip a weapon of the same typebrowsing a merchant inventory. That way you'll see what actual damage you'll deal with that weapon.Q7: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.Q8:A: - new NPC and creatures that belong to vanilla races will inherit all YASH features *except* the damage scaling, the weaknesses and the resistances given by the UAP perk, that can't be added to them at runtime due to an engine limit and for the most part acts as a skills monitor. Low-skilled NPC that lack that perk will be affected by a fixed 33% penalty in regard to the damage they deal, as opposite as the UAP perk that scales damages in a linear manner. You either live with this or you add the YASH2_PerkUAP to them in xEdit. Most likely you won't need to because most NPC mods have a balance on their own.- new races are not affected and require a compatibility patch to operate properly- new spells will be affected by the skills scaling and spells failure features, provided they are set up properly by the mod author and linked to one of the 5 magic schools- new weapons will be affected by 1H/2H/Archery damages scaling to skills, by skills requirements and by damage ratings in regard to materials, provided they are properly set up by the mod author with the appropriate material keywords- new armors will be affected by armor ratings scaling to armor skills, by skills requirements and by armor ratings in regard to materials, provided they are properly set up by the mod author with the appropriate material keywords- new quest items won't be affected, meaning that you won't be able to remove them from the inventory unless the mod author allows them to be dropped- new landscapes will be taken into account by the weather condition penalties- new locks will be affected by the Lockpicking skill requirement and taken into account by lock bashingQ9:A: No, it's not. Something else in your load order is adding stuff at runtime to the leveled lists and made them got past the 256 items limit. This is an engine limit that dates back to Morrowind and it has never been fixed in years. Each YASH LL is 100 items in size, so you'll have to identify what other mod[s] is adding the 156 left. Either that or you have been hit by some other engine issue, easily fixable by using this trick.Q10:A: No, you haven't. Before reporting what you think is an ESP issue make sure you have a deep understanding of what you're looking at. Not all records need to be carried over from the ESP masters, not all NPC records need a perk, not all edits have effect in game, etcetera etcetera. If you can't tell what the 267EC subrecord edit does, most likely you can't tell a mistake from an intentional edit either. Please report actual in-game bugs, not concerns about how the mod is made.Q11:A: The mod has been stolen twice so far and the original scripts have been an invaluable tool to prove paternity.Q12:A: It's because you were *almost* overencumbered before and in the current game session the YASHer hasn't finished patching the items weights yet. When it's done just open and close the inventory and you will be good to go.Q13:A: It's a runtime SKSE-based records patcher entirely developed in Papyrus that greatly improves compatibility with other mods. In the end, it's just a script. It does not need external software, it does not alter anything in any ESM/ESP and it does its job with no user intervention. It works in RAM only and it runs once *per game session*, meaning that it will do its job every time you launch the game, not every time you load a save. If you either die or reload a save in the middle of YASH'ing it will just start over again. Depending on your CPU speed it may take up to one minute to finish its job and as a rule of thumb you should wait for it to finish before playing [a message will be displayed]. As said, this is only once per game run.Q14:A: No. It takes inspiration from several old-school RPG from the 80s that had one simple mechanic in common: if you can't defeat an enemy, come back when you're stronger. YASH may have something in common with Requiem, but the base mechanics are completely different: Requiem is perk-based for the most part, while YASH is skills-based for the most part. The two mods are also implemented very differently. For instance, REQ directly touches weapons, armors, doors and other records, while YASH does not. REQ is scripted for the most part, while YASH is mostly spell/perk based. If there's a way to implement features without scripting, YASH does so because it's way faster by several orders of magnitude since the mod can talk directly to the game engine without going through the Papyrus VM first. REQ needs you to install external software and go through an install process, while YASH requires no user intervention except the installation of SKSE, which you need anyway for SkyUI. As for myself, I used to love REQ back in the days, then it took directions I didn't really like. The nail on the coffin has been observing how it is implemented.Q15:A: Because it's the only way to properly carry over fixes from it in regard to records that do not exist in the game ESMs. You are supposed to use it anyway if you want to play a way more polished game.Q16:A: It won't. You have nothing to fear in that regard, YASH is well made. Insanely well made, as in the words of long time users. It can't crash your game, it doesn't break quests, it doesn't slow down your game, it doesn't bloat saves, it doesn't do any damage whatsoever. Of course there may be bugs because I'm human and I sometimes make mistakes as everyone else, but they only affect the mod itself and not your game as a whole. There has never been a single instance in years of a game breaking issue caused by this mod. You won't find Papyrus errors logged, you won't find dirty ESP records, you won't find broken, duplicated or malformed CK entities, you won't find broken meshes and textures. Ironically, it may appear as YASH doesn't really do that much because it doesn't cause any issues to the game.Q17:A: This is why . Regular Skeletons aren't that powerful, while Skeletons summoned from the Soul Cairn are. As in Serana's words, extremely powerful.Q18:A: If a feature applies to YASH philosophy I may consider. But it also needs to be well thought out. Thing is, too many authors [and too many users] think only about what's cool and do not think about consequences. You want me to add the difficulty damage multiplier like that cool combat mod does? Fine, let's do that. Congrats, now all your combat skills level up twice as fast. You want me to decrease the timescale even further like that cool economy mod does? Fine, let's do this. Congrats, now NPC schedule is broken and cells respawn at a so low rate that at one point your save file won't load anymore. You want me to add that cool perk like that cool perk mod does? Fine, let's do this. Congrats, now there's another game mechanic that can be used by the player only and the game is even more unbalanced towards the player than in vanilla. Want to increase trap damages to stellar levels? Bad idea, now you can lure everyone to them and never have to move an inch. Want hand-placed loot? Bad idea, now you know where to go every time you start a new game. Bottom line: if you change A, as a consequence you also change B, C and all the way down to Z. So, before even asking me to do that, make sure you have spent some time to the drawing board.Q19:A: First, I invite you to go and see how much a *vanilla* Elven Sword weighs in game. Hint: it weighs more than an Iron War Axe. Yes, I know it's against lore and no, I have no plans to change that by making them lighter. That would require touching weapons records directly and it would generate a number of incompatibility issues with modded weapons. By the way, weight is one of the things that the game does not expect to change, ever [SetWeight() isn't even a native Papyrus function and there are no perks functions to change it at runtime]. I do it for items with no issues at all because it's very unlikely that other mods will ever need to change the weight of a wooden bowl. Weapons and armors are out of the question because of compatibility. Second, if Elven weapons and armors would require less skill based on their modded weight, no one would ever have a reason to use lower leveled gear. Third, even though Elven armors are lighter than anything else, it's a matter of coherence: you see Elven, you know the required skill it's 50. Be it a Dagger, a Warhammer, a Shield or a pair of boots. And not 30 for Weapons, 20 for Armors, 10 for Shields etc. tl;dr: any change to the current system would open a huge can of worms.Q20:A: First, when you start casting a spell the mod identifies which of the five magic schools the spell belongs to and it reads its level [Novice = 0, Apprentice = 25, Adept = 50 etc]. Then it reads your skill level in that magic school.Then, if a random number between -12.5 and ( 25 + Spell Level - ( Player's Skill Level + Player's Skill Level * 0.25 ) ) is greater than zero the spell will fail within 1 second from when you started casting it. The formula accomplishes what follows:- Novice spells won't fail anymore at magic skill 20.- Apprentice spells won't fail anymore at magic skill 40.- Adept spells won't fail anymore at magic skill 60.- Expert spells won't fail anymore at magic skill 80.- Master spells won't fail anymore at magic skill 100.- Spells will fail increasingly rarely as you increase your magic skills. At skill level 0 you have a 33% chance to cast a Novice spell, chance that will progressively increase as you increase your skills.- Casting spells way above your skill is extremely difficult. You can cast Master spells at skill level 0 but it will take a lot of tries.The feature takes into account the five different magic schools separately: you may suck at casting fireballs, but you may be a master at casting healing spells.Q21:A: No, and most likely never will. I don't have neither the VR version nor the hardware to support it and I'm not interested in buying either. Also, USSEP does not support VR, so it's a big no anyway. I'm well aware there are many people that use mods on VR [USSEP included] regardless of what Beth has to say on the matter, but that doesn't change one bit my view on VR. The main exe is different, the ESM are different and there are zero chances that everything will work out of the box without a lot of tweaking on my part, eventually leading to a different version to mantain. Keep in mind that even though the archive is little in size, YASH is a massive mod. At 21,000 ESP records it's half the size of USSEP itself. I'm certainly not going to go through all those to see what works and what doesn't.No.Q22:A: Lightning-fast. If you experience slow-downs you have to look elsewhere. All my tests shows that YASH causes zero script latency and zero fps loss. Most of the mod is made using a combination of perks and spells to talk directly to the game engine, so the performance impact is virtually zero. Scripts are used only when absolutely necessary, and by absolutely necessary I mean that I tried literally everything before eventually resorting to script a feature. Which is what makes YASH insanely faster in comparison to other overhauls.