About this mod
An attempt to make trainers balanced, diverse and fun. Allows for raising more than one level per training and more than three skills per trainer, for example.
- Requirements
- Permissions and credits
- Changelogs
1. Less is More: a restriction which makes finding new trainers more rewarding
Single NPC can train you not more than once per each skill. To continue training you need to find another trainer, which makes all trainers useful and exploration more rewarding. Your progress is more gradual and spaced out over time, as it depends on how many trainers you're able to find, rather than how much gold you accumulate. This restriction is in place to make the game more challenging overall but, most importantly, to prevent trainers from becoming boring and game-breaking, as otherwise it's possible to abuse one master trainer from the beginning and effortlessly convert all your gold directly into levels, potentially becoming overpowered in just one training session. You don't have to self-restrain anymore - this mod does it for you. But! There are some fun facilitations to compensate for this nerf.
2. Trainers can teach more than 1 level per click
Trainers will raise 1-5 skill levels, depending how skilled they are (master trainers will teach 5 levels, whereas trainers from 1-30 skill value range will teach 1 level), making trainers' skill diversification more visible. Of course, training price is adjusted accordingly: master trainers are most expensive but they grant you more levels, so the end result is similar as training with few mediocre trainers, there is no need to min-max. The trainer tier formula is: [trainer's skill] ÷ 20, rounding the halves down. The result determines how many skill levels the trainer will teach you. In example:
NPC trainer with Destruction skill level 90 will raise your Destruction skill by 4 levels (90 ÷ 20 = 4.5). And it would cost the same as 4 regular separate training sessions for your current level, so a single training at a high-tier trainer is slightly more cost-effective than 4 separate training sessions. In the unmodded game, most trainers are at tier level 3, though. There are no tier-1 trainers, unless you unlock their lower skills (described in change #4).
3. Surplus XP is not wasted when leveling up
Normally, when you train a skill in which you've already made some progress, the progress bar resets at the start of a new level (to 0/100), meaning your surplus progress was effectively wasted. Here, the progress is remembered and carried over to the next level, no matter if the skill was increased by 1, or by 5 levels. For simplicity, it assumes the skill progress is linear, but in fact higher levels should have bigger requirements, which should actually slightly decrease the carried over progress, but in the face of trainer restrictions, let's give our character some slack.
4. Unlocked potential: one trainer can teach more than 3 skills
Instead of just three, trainers can potentially teach all skills once you unlock them by learning their stronger skill(s) first, meaning that i.e. Caius can teach you not only Unarmored, Speechcraft and Hand-to-hand, but also the other skills he is proficient at, starting from the top: Sneak (until 66 lvl), Acrobatics (66), Light armor (56), Athletics (54), Marksman (51), Blunt weapon (44), Block (39), Restoration (39), Security (19), Short Blade (19), Long Blade (17) and others, as long as his skill is higher than yours. (You'd have to learn one of his three highest skills to unlock Sneak - his 4th highest skill, learn another to unlock his 5th skill, etc.). This opens a plethora of training possibilities. It's always interesting to uncover what other skills NPCs know about. As a side effect, it will significantly increase the number of NPC who can teach skills that are rather uncommon among trainers: Medium Armor, Heavy Armor, Armorer, Spear. Keep in mind that some hostile NPC can offer training when calmed as well.
Given the abundance of trainers in the game, despite the trainer nerf, it's still possible to reach the maximum levels solely through training with NPCs, if that's your thing. It would just take more time to achieve, which makes your own practice feel more meaningful. For that, however, certain mods might be helpful to make practice more sensible and effective. In unmodded game practicing some skills yourself, admittedly, is extremely tedious.
Recommended mods:
- Armor Training
- Damage Based Skill Progression
- Magicka Based Skill Progression
- MXPS - Morrowind Experience Point System (makes completing quests and killing monsters/NPC more rewarding by granting XP which can be spent on raising skills, by default blocks skilling by practice, but can be unblocked in MCM)
- No Respawns
- Improved Vanilla Leveling (among many improvements, makes health retroactive)
- Experience Carryover (my fix affects only skill XP carryover when training at trainers)
- Experience Bar (makes the progress bar of the currently trained skill more visible)
- Quest Skill Reward Fix
- For books: Reading is Good, Book Worm, Skill Name Skill Books
- Proportional Progression Expanded (can adjust skill progression rate, highly configurable)
TODO (fixes and new ideas for future versions):
- master trainers require completing favors (quests) before they agree to teach
- fix UI Expansion inaccurately showing the skill level you will get after training
- fix UI Expansion inaccurately showing trainer's skill level after learning everything
- suppress redundant toast messages after training
- add MCM (mod configuration menu) to allow customization
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