v1.5.0 is now out! It's a pretty modest tweak, making master trainers a little more common and stopping NPCs with the MaleAccentedCommoner voice type from offering training as the audio files for that voice have loads of white noise added to the end for some reason.
Please post below any thoughts, questions or concerns. I try to maintain an active (and friendly) presence in the comments :-)
Thanks for your downloads, comments and endorsements.
Here's a little patch for Adamant Hand to Hand - Trainers and Skill Books addon that just changes the dialogue to Security instead of Pickpocket and to Hand to hand instead of Lockpicking. It was just made in xEdit and doesn't change who offers hand to hand training, only the dialogue. Not the best solution, but the only one I could achieve for now. I leave that here in case anyone is interested (feel free to look at the patch to see if I made any useless record forwarding, I might have :3 ).
Hello, tjhm4! I'm back! Just spent two days completely restructuring the trainers for this mod to make it more challenging. For each skill, I hand-picked 1 Master trainer NPC and 4 Expert trainer NPCs in the world, then edited the rest of the generic classes to remove Expert/Master training from them. I selected Expert/Master trainer NPCs based on who would be likely to be the most highly trained/successful in their skill, however I also tried to make sure that the NPCs were spread out or hidden (for example, in my previous attempt I made the master trainers for all of the combat skills members of the Companions - that turned out to be extremely boring). I also wanted to adhere to logic - that is, you will usually find Adept or even Expert trainers for skills in guilds/areas that relate to those skills, but you will still have to seek out the unique master trainer for the skill over the course of your playthrough. Seeking out these Expert and Master trainers will take a while in some instances but since you will only need them after skill level 50 or 75, you can take your time in finding them (and get excited when you do find one)! My reasoning for doing this was to incentivize exploration/discovery for the player and to incorporate engagement with the leveling system into travel/gameplay more often. For example, the Master trainer for the Conjuration skill is Falion in Morthal. The player would have to discover this over the course of their playthrough by consulting with any powerful wizard they meet to discern which one is the Master Conjuration trainer - and eventually they would find him! This edit of the mod would best be combined with other mods that slow down the skill leveling rate and/or that make traveling more interesting (so that 1. trainers would have to be relied upon far more in order to level up and 2. seeking out the trainers can be a part of your character's journeys). I also took extra time to edit the SPID file to blacklist many NPCs from training, such as Jarls, Faction Leaders, Thalmor, Military Leaders, Followers (to prevent free training from the 'Followers Get Gold' MCM option), and many Influential/Wealthy Persons who wouldn't train a random person (like Nazeem, Maven Black-Briar, etc.).
All in all, I had to hand-pick over 90 NPCs across all of Skyrim just for the Expert and Master trainers, plus blacklisting over 100 more, plus editing the 'trainers_galore_start.psc' to implement the changes - which included a full rebalance of all the existing classes for a more challenging and equal playing field of skills to train. Now, training will be very interesting! I have also documented all of the new trainers below if you'd like to see: https://pastebin.com/4dgG1dvG
Hey! This is really great, thanks for sharing. Some of the exclusions are really sensible and I might merge some into the main mod at the next update. If you were interested you could upload the modified script and SPID file as a standalone mod to convert trainers galore to a more challenging set up. Alternatively, if you send me the files I'd happily host them here as an optional download. Thanks again.
No problem. And thank you for the mod! Coupled with a mod that slows down the natural skill leveling speed, this mod literally solves the Skyrim leveling system - and provides a rewarding gold sink that greatly alleviates the issues of Skyrim's ridiculously unbalanced gold economy. Thanks very much!
jwoods3054, I'd recommend 'Skyrim Skill Uncapper' - also install 'Skyrim Skill Uncapper (fixed)'. This allows you to customize the percentage of XP you get for each skill, the amount of Health, Magicka, and Stamina/Carry Weight gained at level-up, and much, much more. You could also use our very own tjhm4's mod, 'XP Editor' if you prefer to use a zEdit patcher instead of installing a standard mod.
Hey jwoods, just FYI there's an even newer version of the uncapper here. I made XP editor when the uncapper was not yet fixed, and now it is you might as well use the uncapper. The only difference is that the uncapper doesnt affect the XP you get from breaking a lockpick, whereas the XP editor does.
Hey there, I've been trying this mod with the Alternate Trainers config, and I'd like to point out some little things I found during my early playthrough :
- Sheogorath is considered a "Citizen" and can train you in Lockpicking ! He should probably be added to the blacklist, or maybe something special can be made for him. - Why are Phinis Gestor and Drevis Neloren not expert trainers ? I guess it's to keep expert trainers limited to 4, but don't forget these guys give the quest to unlock Master spells for their respective schools, it wouldn't make sense for them to not be at least expert in their field.
Otherwise I like a lot what has been done here, especially giving major factions their own specialists. Thank you both for your work !
I would also like to point out that Feran Sadri doesn't train in anything (class : Bandit Wizard), and doesn't appear in the blacklist nor in the script of unique npcs. Is this intended, or a bug on my end ?
This is just an omission on the part of the mod. Bandit wizard is usually reserved for enemy NPCs so I didn't to include it, but Feran is an exception. I'll either add him or blacklist him at the next update.
I'm using your Alternate Trainers by SandGentleman add-on to Trainer's Galore. I really like it, as it keeps the number of trainers from being overwhelming, and makes you seek out the master trainers for each skill.
However, I'm unable to get Baldor Iron Shaper (in the Skaal Village) to teach me anything about smithing, and so I'm stuck at the expert level of Smithing. I may have messed something up in my other leveling mods, but other than this one trainer, I've been able to use trainers as expected (including training two other skills to the max level 100).
I figured Baldor might want me to become an offiical "Skall Friend" first, so I've defeated Miraak, saved Baldor from the Thalmor and recovered the map for him. I've even done some other quests from around the Skaal Village. But still he won't train me. Any ideas on how to trigger it or fix it? Thank you!
Odd. I've never tried to train with them, so you might want to reach out to SandGentleman to see if they have input. My first thought is the some general rule is stopping training. For instance, you can't train while in a dungeon, the wilderness or trespassing - could any of these apply? If you can't figure it out you can always use the MCM to let expert trainers train you to higher levels and then use them instead.
We were outside in the Skaal village, near or in Baldor Iron Shaper's blacksmith area. I ended up using the Immersive Cheats mod to level up my Smithing to 100, but in the future I'll definitely use your idea of changing configurations in the MCM to let expert trainers train you to higher levels and then use them instead. Good idea!
Great mod by the way! Thank you very much for your reply and for making it!
You'd need a patch to do it. First rename the skills accordingly, which is mostly dialogue edits. Then, change which classes offer training in those skills, which requires editing a script.
Just as I feared. Maybe I just drop either TG or that hand to hand stuff. I'm ok with both options since I'm building a new load order after few years. I just want load oder with minumum problems and as little patching as possible.
Sounds good. Unless you are planning a hand-to-hand character then dropping that one shouldn't affect your experience. You might also consider switching TG for Gold is XP, they do somewhat similar stuff and Gold is XP might work out of the box with hand-to-hand (I'm not sure of this though).
Gold is XP is an option but I personally like TG more because it's easier to adjust. And it's also nice to have some use for the gold. Also how does TG works with uncapper (I don't want that legendary skill bs nor level each and every skill to get levels)? And last option is go with the herd and use Experience (I like it very much) but it also has it's flaws.
TG works fine with the uncapper, basically the same as vanilla training would if you could train as many times as you wanted. I also don't mess with legendary skills, or skills >100, so I set the master training cap to 100 in the MCM.
Would it be possible to easily rename "lockpicking" to "hand to hand" in the mod files somewhere, so it would appear like that in dialogue? I'm able to edit files in Scripts\Source with txt, so I'll try to change the name there. But if that's not going to work, then I'll try to look up on how to open script files.
That won't work. You'll need to recompile any scripts if you want the edits to show up in game. But I don't think editing scripts will help, instead you need to open up the mod in xEdit and change the dialogue there. It should be pretty easy IIRC, but its a long time since I've worked with dialogue so I'm not 100%.
Thanks for creating and sharing this mod. Downloading and trying it out. Could the mod be updated to also include allowing npc to teach the player any spells that the npc knows?
That's out of scope for this mod, but another mod could possibly do it. Tricky bit would be dynamically generating options depending on what spells they know. That said, NPCs tend to know only a few spells, and usually the same ones, so it wouldn't be a great way to learn many spells, but I agree its a neat idea.
If you look at the files the mod installs, one is called "trainers_galore_DISTR.ini". This is a file read by SPID and you need to edit it. Inside it are two sections, the first is headed "; specific NPCs to not train you", this is the section you want to add your followers to. This line starts with "Keyword = tg2_no_training|NONE|" then there is just a long list of NPCs who don't train you, separated by commas, e.g. "Cicero,Karliah,Brynjolf". You need to add Lucien and Inigo to this list, e.g. "Arngeir,Ancano,Lucien,Inigo". However, if this doesn't work, chances are it is because SPID is checking the EditorIds, not the names, and EditorIds and names don't always match. In that case you just need to find the editor IDs of Lucien and Inigo and add those to the list. You can probably get the IDs by opening the console and clicking on them, but you can also just find them in xEdit too.
Not easily as some functionality relies on records added by USSEP (i.e. not just value changes, entire records). You can remove those records and, in turn, the USSEP dependency, but it will prevent the mod disabling vanilla training.
Hi,seeing some videos on youtube about it,it seems that this mod is really very nice. I downloaded this and the Italian translation,but it seems that after talking to someone and asking if it is possible to train me, the dialogue automatically closes and nothing appears. As if nothing ever happened. can you help me please?
Hi, unfortunately this issue appears to affect some users with non-English versions of the game (I've had 2 or three reports in the past - all Italian too I think). However, I have never been able to figure it out. Did you make sure to download the optional English class names from the optional downloads? Does it work if you don't install the translated version?
Unfortunately I do not expect us to be able to resolve this, but I'm happy to try.
Hi, I'm not sure what you mean by "classic update", that said I could certainly add quest markers to relevant trainers, though that would somewhat spoil the fun/challenge of finding them. I'll think about it for a future update.
I honestly didn't realize how much I relied on this mod until I stupidly removed it from my LO for my new playthrough. I genuinely forgot how few vanilla trainers there were. Fortunately installing this only an hour into my new playthrough seems to have worked fine. But I honestly would have scrapped that first hour and started over if I had to in order to get this back into my LO to save my sanity. I'm never taking this mod for granted again. XD
Thanks for the kind words! I'm glad you enjoy the mod so much. And yes, its safe to install mid playthrough, just need to save and load for the dialogue to show up.
420 comments
Please post below any thoughts, questions or concerns. I try to maintain an active (and friendly) presence in the comments :-)
Thanks for your downloads, comments and endorsements.
Trainers Galore - H2H Adamant.7z
Great mod btw, can't play without it anymore!
I selected Expert/Master trainer NPCs based on who would be likely to be the most highly trained/successful in their skill, however I also tried to make sure that the NPCs were spread out or hidden (for example, in my previous attempt I made the master trainers for all of the combat skills members of the Companions - that turned out to be extremely boring). I also wanted to adhere to logic - that is, you will usually find Adept or even Expert trainers for skills in guilds/areas that relate to those skills, but you will still have to seek out the unique master trainer for the skill over the course of your playthrough. Seeking out these Expert and Master trainers will take a while in some instances but since you will only need them after skill level 50 or 75, you can take your time in finding them (and get excited when you do find one)!
My reasoning for doing this was to incentivize exploration/discovery for the player and to incorporate engagement with the leveling system into travel/gameplay more often. For example, the Master trainer for the Conjuration skill is Falion in Morthal. The player would have to discover this over the course of their playthrough by consulting with any powerful wizard they meet to discern which one is the Master Conjuration trainer - and eventually they would find him! This edit of the mod would best be combined with other mods that slow down the skill leveling rate and/or that make traveling more interesting (so that 1. trainers would have to be relied upon far more in order to level up and 2. seeking out the trainers can be a part of your character's journeys).
I also took extra time to edit the SPID file to blacklist many NPCs from training, such as Jarls, Faction Leaders, Thalmor, Military Leaders, Followers (to prevent free training from the 'Followers Get Gold' MCM option), and many Influential/Wealthy Persons who wouldn't train a random person (like Nazeem, Maven Black-Briar, etc.).
All in all, I had to hand-pick over 90 NPCs across all of Skyrim just for the Expert and Master trainers, plus blacklisting over 100 more, plus editing the 'trainers_galore_start.psc' to implement the changes - which included a full rebalance of all the existing classes for a more challenging and equal playing field of skills to train. Now, training will be very interesting!
I have also documented all of the new trainers below if you'd like to see:
https://pastebin.com/4dgG1dvG
https://www.dropbox.com/s/slih61dy0xvf50p/Trainers%20Galore%20-%20Alternate%20Trainers.zip?dl=0
Regards
jwoods3054, I'd recommend 'Skyrim Skill Uncapper' - also install 'Skyrim Skill Uncapper (fixed)'. This allows you to customize the percentage of XP you get for each skill, the amount of Health, Magicka, and Stamina/Carry Weight gained at level-up, and much, much more. You could also use our very own tjhm4's mod, 'XP Editor' if you prefer to use a zEdit patcher instead of installing a standard mod.
- Sheogorath is considered a "Citizen" and can train you in Lockpicking ! He should probably be added to the blacklist, or maybe something special can be made for him.
- Why are Phinis Gestor and Drevis Neloren not expert trainers ? I guess it's to keep expert trainers limited to 4, but don't forget these guys give the quest to unlock Master spells for their respective schools, it wouldn't make sense for them to not be at least expert in their field.
Otherwise I like a lot what has been done here, especially giving major factions their own specialists. Thank you both for your work !
Is this intended, or a bug on my end ?
However, I'm unable to get Baldor Iron Shaper (in the Skaal Village) to teach me anything about smithing, and so I'm stuck at the expert level of Smithing. I may have messed something up in my other leveling mods, but other than this one trainer, I've been able to use trainers as expected (including training two other skills to the max level 100).
I figured Baldor might want me to become an offiical "Skall Friend" first, so I've defeated Miraak, saved Baldor from the Thalmor and recovered the map for him. I've even done some other quests from around the Skaal Village. But still he won't train me. Any ideas on how to trigger it or fix it? Thank you!
Great mod by the way! Thank you very much for your reply and for making it!
Main problem is that I think too much.
I downloaded this and the Italian translation,but it seems that after talking to someone and asking if it is possible to train me,
the dialogue automatically closes and nothing appears.
As if nothing ever happened.
can you help me please?
Unfortunately I do not expect us to be able to resolve this, but I'm happy to try.