About this mod
Overhauls the guild training service, making it more detailed and interesting to use. Various factors now effect the gold cost of training, how much skill experience you get from training, increasing the possible training cap from 50 to whatever you want. More as well, with the majority of these options being customizable through the mod settings.
- Requirements
- Permissions and credits
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Translations
- Ukrainian
- Changelogs

WHAT DOES THIS MOD CHANGE AND WHY?
- I always found the training service in Daggerfall to be very lackluster and illogical in how it worked. That being the original formula just making the cost based on your characters current level, so after a point, if you wanted to use a trainer to train your currently level 4 skill in orcish, and you were level 20 yourself, you would have to fork out 2000 gold just to train the most low level of your skills!
- This mod changes that, so now the cost of training is no longer based on your character level, but various other variables that I think make more sense. Primarily being determined by the current level of the skill you wish to train, the building quality of the guildhall you are training in, and it is also modified further by your characters mercantile skill, the same as when you are bartering in a shop, you also barter down your training fee!
- You can now train your skills above the limits of what the vanilla game allowed, which was a paltry 50, now you can edit this to whatever you want from 5 to 100, which can all be individually altered for the different qualities of guildhalls.
- The building quality of the guildhall you are training in does not just effect the cost of the service, but also the effectiveness of the service. You will get better training per-session at a high quality guildhall compared to a low quality one, but that quality comes at a higher overall gold price for said service. The highest quality halls also train significantly better to those who are close to mastering their respective skill (Any skill training over skill level 70). It also costs more in general to train those that are nearing mastery in a skill (skill level 70). The player character luck stat also has a small factor in how much "XP" is received from each training session.
- (If the option is enabled) Training sessions will now drain different amounts of your health, fatigue, and magicka. All depending on the skill being trained. More academic skills such as the various languages will only drain a small amount of fatigue from a session. Whereas combat training in say the use of Long Blades will cause some physical strain and even injury, so your health will be somewhat damaged as well as a large amount of fatigue. Something physically taxing like Jumping or Swimming will drain a significant amount of fatigue per session. Training any of the magical schools will drain a moderate amount of magicka ontop of the usual fatigue (you are probably casting magic during the session after all.)
- I like more ways to get mercantile skill outside of just shopping, so you also get a small amount of mercantile experience whenever you pay for a training session, the amount of experience increases as the cost of the session increases. Also, since your mercantile skill effects the end cost of a training session just like if you were shopping, this is also true for your personality stat in the same way, more use for personality!
- The mod comes with numerous options to tweak these features to your preference. You are also able to edit these options while the game is running through the DFU feature "Dynamic Settings" that can be found in the top left of the screen in the pause menu while in-game.
SPOILERS/MORE DETAILS:
- If you want EXACT numbers and information on how some mechanics and formula work in this mod, under the hood. You can look at the source code yourself from the GitHub linked lower down. You can also email/post a thread on the parent forum post linked below and I would be happy to answer any questions.
OPTIONS:
--- Gold Costs:
- Final Cost Multiplier: Modifies Final Gold Cost For Training Session.
- Non-Member Cost Multiplier: Multiplies How Much More It Costs To Train In Non-Membered Factions.
- Max Awful Halls Can Train: Max Value That Skills Can Be Trained In The Worst Quality Buildings.
- Max Poor Halls Can Train: Max Value That Skills Can Be Trained In Poor Quality Buildings.
- Max Decent Halls Can Train: Max Value That Skills Can Be Trained In Decent Quality Buildings.
- Max Good Halls Can Train: Max Value That Skills Can Be Trained In Good Quality Buildings.
- Max Great Halls Can Train: Max Value That Skills Can Be Trained In The Best Quality Buildings.
- Max Possible Training: The Max Value That Skills Can Be Trained To.
- Hours Needed Between Sessions: How Many Hours Need To Pass Before You Can Train Again.
- Hours Passed During Sessions: How Many Hours Each Training Session Takes.
- Trained XP Multiplier: Modifies Final Skill XP Value Of Each Training Session.
- Allow Health Magic Damage: Whether Some Training Sessions Can Drain Your Health & Magic.
If you have any questions feel free to contact me on the forums: (https://forums.dfworkshop.net/index.php)
My Forum Account Name Is: Magicono43
Main Forum Post: https://forums.dfworkshop.net/viewtopic.php?t=5312
Github Repository: https://github.com/magicono43/DFU-Mod_Training-Service-Overhaul
COMPATIBILITY:
This mod will not be compatible with other mods that alter the training service window, but this mod will auto-detect these conflicts and auto-sort load-orders to resolve these issues.
INSTALLATION:
Unzip and open the folder that matches your operating system (Windows/OSX/Linux)
Copy the "trainingserviceoverhaul.dfmod" into your DaggerfallUnity_Data\StreamingAssets\Mods folder
Make sure the mod is enabled and "Mod system" is enabled in the starting menu under "Advanced -> Enhancements"
UNINSTALL:
Remove "trainingserviceoverhaul.dfmod" from the "StreamingAssets/Mods" folder.
Special Thanks:
John Doom: For having their "Unleveled Training" mod that inspired me to finish this code which I had sitting around for nearly 2 years beforehand.
Kab The Bird Ranger: For showing me how to use the "dynamic mod settings" feature, so this mod can have it's options changed without needing to close the game.
Hazelnut: For working on detaching the various service windows so window override mods such as this can be more easily and cleanly done.