Skyrim Special Edition
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Commander Shrekard

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CommanderShrekard

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40 comments

  1. CommanderShrekard
    CommanderShrekard
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    Because this mod is basically entirely based on SKSE functions, those of you on the AE update may not be able to use this mod until I update my game and this mod.
  2. dovahfart
    dovahfart
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    would you consider making an LE version? I should go.
  3. Wertigo4
    Wertigo4
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    he didn't spawn for me and i don't seem to be able to find what he is called to spawn him in either. what is he called or what's his ID?
  4. gtgoode92
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    Kind of random. But could you do a female trainer version of this? Maybe a Bretan?
  5. KeplerDrew
    KeplerDrew
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    Just wanted to jump in and say that the mod works fine for me on the most recent AE and SKSE
  6. BigAl79
    BigAl79
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    Yep sadly doesn't work with the latest/ae update.
    1. CommanderShrekard
      CommanderShrekard
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      This is likely due to this being dependent on the script extender for pretty much the entire thing. I haven't updated to AE yet, but I'll probably bite the bullet sometime and update this one.
    2. Sentinex
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      In my case, the only what dosnt work is the archerytraining on older savegames. When i select archery, ists switch to alchemy (by first training after storyprolog) or the last trained skill by "lets train". All other skills works fine.
  7. lowtech96
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    Would you be interested in adding an option to summon or dismiss him with a free spell, if or when you transition to AE?

    I'm basically searching for something I can use with Skygerfall, an alternate start mod that recreates the main Daggerfall quest, but lacks trainers.
  8. Jorgen98
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    Great idea.
    I won't need it on my current playtrough cause my Nord has 57 level and today actually I reach my end-game set gear.
    However I wanna create a new characters and this "Master" would help me a lot :D
    Thank you
  9. rage0976
    rage0976
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    Well, I like the concept behind your mods, and would gladly download them to play through, but you continue to rely on Fuz Ro D-oh, which doesn't seen to have been updated for AE, and I'm not rolling back, since most of my other preferred mods have moved forward and won't work with a rollback.  It wouldn't take much to create voice files with xVSynth so you no longer have that reliability on a possibly broken, abandoned mod that prevents yours from moving forward as well.  Just a suggestion...
    1. CommanderShrekard
      CommanderShrekard
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      Voices will eventually be added, I simply haven't had the time to work diligently on my mods as I have in the past since I have a busy job now. XVSynth makes generating files easy, but making them sound decent and splicing them together is another story. I also have a fair bit of dialogue in all four of my mods, so it would take more time than you may think.
    2. rage0976
      rage0976
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      I appreciate the reply, and also recant my previous statement, as Fuz Ro D-oh has now indeed been updated.  lol.  But I'd still love to see some voiced versions of these amazing mods, so will look for them in the future when time allows for you to work on it.  ^_^
  10. ddude0
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    is this mod works with 1.5.97?
  11. twentyquads
    twentyquads
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    Wondering if there is a mod conflict somewhere, since I've downloaded the main file, and have tried speaking to the NPC but all he does is repeat the same two or three lines and brings up no dialogue window whatsoever. The optional files also don't seem to work at all (I'm not sure if they apply globally to all skill trainers or just the custom one, I apologize) .... I'll have to try some things, first being starting a fresh file just to make sure it isn't my current save and mod configuration causing weird conflict. This mod would be extremely convenient to have anyway even if starting over is what makes it function tbh.

    edit: alright, with a new file he works like he's supposed to, however not sure about the optional infinite training... it probably isn't displayed accurately in the menu, will test it

    2nd edit: yep, they both absolutely work flawlessly on a new save, not so much on an (or at least on mine) existing save... mileage may vary I guess. Wonderful mod though thank you!!!!
    1. CommanderShrekard
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      That's good to know actually for troubleshooting. Weird that it wouldn't work on an existing thing, but also sounds about right after some of the things I've run into.