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Janquel

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Janquel

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About this mod

A minor training overhaul that introduces minimum skill requirements for Expert and Master level trainers

Requirements
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Changelogs
In my ongoing series of "small stuff no one asked for," something literally no one asked for! Like...over a year ago, a discussion in a discord spawned a little seed of an idea of a training overhaul in my head which satisfied a lot of the issues I had with the training system, but most specifically resolved the question of "what is even the point of novice and expert trainers if you have access to master-level trainers?" Because seriously....what's the point? They cost the same money, they teach the same amount, they just have a higher ceiling.

Well, that complex and awesome idea still remains outside my grasp because for the life of me I can't find the hook to intercept things when the training menu is up, but in a different discord a couple weeks ago, this intensely stripped down version got suggested, and here we are.


Because let's be serious: why the hell would someone with a Mastery in their craft waste their time training you, with your level 10 skill level, for a measly 500 gold?

Details

Rules of thumb are simple:
  • Novice level trainers are unchanged. They'll train literally anyone who throws money at them, but can't train past 50
  • Expert level trainers only bother with you once you're at skill level 35. They're not super picky, but require you to at least know the basics before bothering. As is normal, they can train up to 75.
  • Master level trainers expect you to know some stuff, and will only start training you once you're at level 65. Don't waste their precious time!
  • A couple folks who require you to do a quest before training take pity on you and drop their requirements by 10 skill points
  • Mage's Guild folks are supposed to be professors so they all drop their requirements by 10, but Expert-level trainers will require Under Saarthal to be done, and Master-level trainers will require Hitting the Books to be done. Put in some work before seeking independent study!
  • Theoretically, any mod-added trainers who use vanilla dialogue should require a level of 35, regardless of how high they train.
  • Plugin is flagged as ESL.

Version number is 0.9 for now because I did test it, but there's a LOT of trainers out there and a lot of them have various quest requirements and to be honest I couldn't be bothered verifying 100% of them. I'll leave it at like 0.9 for a month or something and if no one hits any problems change it to 1.0.
Installation
Use a mod manager/organizer to install, or drop the loose files into you Skyrim data folder.

Compatibility
Not compatible with anything which touches the same dialogue, which was practically nothing from when I looked. Potential incompatibility with anything that adds new trainers, depending on how they implemented it, so I'd recommend loading after those in your load order. Only thing I saw an explicit conflict with was Overstead. Almost certainly a hard incompatibility with anything that increases trainer ceilings to 100. Anything which impacts training in any OTHER way (carry over training count to new levels, etc) should be fine.

Requirements
Built on top of USSEP's fixes, so hard requirement.
I suck at making fake voice dialogue work, so Fuz Ro D-oh is effectively required. If anyone wants to make voice files for this I am more than happy to include them, even if dialogue needs to be altered for it to work.

Credits
Bethesda for Skyrim Special Edition and the Creation Kit
ElminsterAU for SSEEdit
SomethingObscure for the convo spawning this idea
SimonMagus616 for the convo spawning the stripped-down version
Sheepswirl for telling me how to swap dialogue priority