The Elder Scrolls V: Skyrim

The Elder Scrolls V: Skyrim

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H.A.S.T.E.
 
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0.104 MB
Jan 16 @ 2:29pm
Mar 12 @ 10:35am
13 Change Notes ( view )

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Description
  • Animals no longer have the ability to report crimes. This was just super un-immersive.
  • NPC detection of crime reduced from 4000 to 1000. Changed because it seemed an un-realistic distance for someone to perfectly identify you.
  • Distance enemies can chase you cut from 2500 to 1250 because enemies don't have all day to chase you everywhere you go.
  • Removes Skyrim sidestep. This was just plain dumb. Bethesda really thought it was a good idea to let everyone EXCEPT the Dragonborn possess the ability to dodge arrows?
  • Torches illuminate more area. Fire is bright, vanilla torches really didn't reflect that.
  • Removes silly spin dance when Player/NPC is killed. Who dies like that, anyway?
  • If attacked by Thugs/Assassin near a Guard, they will do their job and help you.
  • Disabled the random 'Wizards Dual' because it was a broken Quest. Even if you declined he would still attack.
  • Smelting/Tanning now level Smithing. They are Smithing tools so why wouldn't they?
  • Followers move back a greater distance when bumped into. What kind of person just stands there and lets you run into them over and over?
  • NPCs no longer randomly greet you. Shop keepers still greet you as normal. NPCs still chatter to each other. Changed because IRL no one would just randomly start telling their whole life story to a complete stranger.
  • NPCs/Player (while in 3rd Person mode) now blink. The fact that they couldn't just annoyed me. People blink.
  • Rewards for Bounty Quests are worth more. After all, it's your life on the line here:
    Bandit Bounties are 210 Gold.
    Forsworn Bounties are 250 Gold.
    Giant Bounties are 850 Gold.
    Dragon Bounties are 2100 Gold.
  • Increased the price of renting a room to 45 Gold. Residents of a war torn country where goods were scarce and prices to obtain those goods was high wouldn't just be giving away rooms for 10 Gold a night (may not work in 100% of Inns if installed mid-playthrough. IDK why. Works every time if installed on a New Game. Thanks for the bugs, Bethesda).
  • Raised Carriage prices from 20/50 to 75/155 for the same reason as higher room costs.
  • Bounty for Murder is 10,000. Bounties for Assault, Trespass, Pickpocket, Escape and Werewolf are x5 higher. In the vanilla game the Player could commit any crime they want and pay off the Bounty with the Gold they made just by clearing 1 or 2 dungeons. If you were a member of the TG it was even easier. Now your Crimes have more realistic consequences.
  • Cooking levels Alchemy. Since Skyrim requires no real knowledge of chemistry by the Player to make Potions, it is tantamount to just mixing ingredients, which is what cooking is.
  • Craftable Lockpicks in bundles of 25 at the Forge. It's basically just a metal stick, why wouldn't you be able to make that?
  • Leather changed from 2.00 to 1.00 so that 4 Strips, changed from .1 to .25, weigh the same as Leather.
  • All Ore and Ingots changed from 1.0 to 3.0 because chunks of metal should weigh more than 1.0.
  • Fixed the bug with the follower hunting bow. By default, all followers used their Hunting Bow rather than the Bow you give them, even if you removed the bow from their inventory. Followers will also no longer pull a Hunting Bow out of thin air if they have no Bow in their inventory.
  • All vanilla merchants not already set as 'Essential' have been set to 'Protected' (except for Nurelion due to a Quest). This means they cannot die in a Dragon/Vampire attack, but can only be killed by the Player. In the vanilla game, merchants who were killed in random attacks were not replaced, meaning there was no one to sell their goods.
  • When you make a skill 'Legendary', it now resets to 30 instead of 15. Every skill in the game has a base value of 15 (minus racial bonuses) so you were basically forgetting everything you ever knew in that category. This way your character retains at least some of their skill.

NO DLC REQUIRED

Please do not upload this mod to any other site without asking me.

Also available HERE[bethesda.net] for PC XB1 and PS4.
Popular Discussions View All (1)
1
Jul 27 @ 5:35pm
An open letter to Horrible Andy
99 Dollars
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163 Comments
Horrible Andy  [author] Jun 21 @ 2:12pm 
Thanks for the suggestion :)
Commander Jones Jun 21 @ 2:09pm 
About the weight of metal bars: The weight of 3 makes sense due to the bars proportions, for all of you who critize that, but in smithing you can definetly create more than 1 or 2 pieces of jewelery out of one full bar of silver/gold.
Might be worth it to alter that too, maybe more gems are needed or something like that.
No native english speaker, I'm sorry for mistakes.
Dosdoievsky May 18 @ 9:46pm 
Equivalent weight is irrevelant between the ingot and ore. If the ore has greater volume it could easily have the same or greater weight than the ingot. Nothing in the game suggests the ore and ingot have equivalent volume.
Just don't use the fucking mod if you don't like it.
Captain Seasick Apr 30 @ 1:15pm 
And again, I'll ask: how do you justify that oversight?
Horrible Andy  [author] Apr 30 @ 1:11pm 
if you like the mod, use it. if not, then don't
Captain Seasick Apr 30 @ 1:04pm 
Because this change I mentioned was one YOU made, so I'm questioning YOU on how YOU think it makes sense.
Horrible Andy  [author] Apr 30 @ 10:14am 
how did it make sense that Leather weighed 2 and ore/ingots weighed 1? just make a plugin altering the weight to what you want and place it below this if it bothers you so much :)
Captain Seasick Apr 30 @ 7:41am 
But how does it make even the slightest bit of sense that an iron or gold INGOT should weigh the same as the ore? I mean, the ore itself is reduced in mass when it's smelted.
Horrible Andy  [author] Apr 28 @ 6:46am 
np man. glad it helps :)