Master Trainer
Complete Hunter/Pet System
Master Trainer is more than just another "tame it and forget it" mod. Most such mods only let you tame something to follow you until it dies. Master Trainer does much more: It is a full hunter/pet system that adds every creature you tame to a permanent collection which you can summon and dismiss followers from at will. Tame new and more powerful creatures as you level, even learn to summon multiple pets at once (up to 5), command them to attack, follow, wait, and (with some) even to let you ride them as mounts into battle, and much more!
UPDATE: http://www.youtube.com/watch?v=TGUKX1XtMS0 that teach the various summons to the random Hunter NPC's you encounter throughout the world as an alternate means to learn new companion creatures. Acquire them through barter or by other means (looting or pickpocket).
FEATURES:
- Tame virtually all living creatures and mechanicals in Skyrim, along with other things like Spriggans and Gargoyles, etc.
- Summon any pet from your list of learned pets at any time.
- Complete leveling and balance system (see below).
- Advanced follow AI. Pets follow you through doors and load cells, or wait outside when you command.
- The custom follow AI does not affect your follower limit or mods like EFF, which are fully compatible.
- Teleport Recall (from the Main Menu) brings all active pets back to you wherever they are.
- Attack spell lets you tell pets what to attack. Sneaking lets you use the spell to teleport active pets to the target using magicka (can be toggled off.)
- Avoid crime if not detected when telling pets to attack friendly targets.
- Lightweight and efficient. No polling scripts means no load on the scripting engine. All scripting is on-demand and event-driven.
- Safe uninstall option available from the main configuration menu should you choose to remove the mod.
- Many pets (bears, cats, etc.) double as mounts.
- Use the tame spell on the horses at stables outside major holds to permanently add them to your horse summon list.
- All horses have safe non-respawning shared saddlebag storage.
- Configure summon appearance with options for various "Spirit Form" shaders and transparency levels.
http://www.nexusmods.com/skyrimspecialedition/mods/5714/
INSTALLATION/REMOVAL:
There are no loose files to worry about. Everything is packed neatly into a .BSA archive, so installation is as simple as extracting MasterTrainter.esp and MasterTrainer.bsa from the download .zip file to your Skyrim Special Edition\Data directory, or using NMM to install them for you.
To completely uninstall Master Trainer in a clean way, choose the Uninstall option from the main configuration menu. You will see a message telling you all quests and scripts have been stopped. You can then create a new save and remove the mod from your load order.
NOTE: As with all new mods, please make a backup save before installing.
DETAILS:
Menu and Spells
When you first load the mod a set of basic spells will be added to your list as lesser powers. These include:
MT – Main Menu: This will bring up the main configuration menu for the mod, where you can define the companions you want to assign to each summon slot, set the combat posture of your companions (whether you want to allow your target spell to make them attack any, or only hostile targets), as well as instantly "Teleport Recall" your active summons to you and reset their follow behavior, or "Dismiss All" active summoned companions. There is also a Mod Options sub-menu from which you can configure your pets' Appearance options (see "Spirit Form" below), which targets your Attack spell will let them target (only hostile or any), and whether the Individual Slot Spells (see below) will show in your spell list. You can also access this menu by selecting "Main Menu" from the menu that comes up when you activate any of your active summons.
MT – Summon All Active: This will summon all companions currently defined in an available slot. Each summon costs 20% of your effective Stamina (after buffs), so if you don't have enough stamina your summon will fail. This spell is intelligent and spam-able, meaning that if you have three slots and a summon defined in each, but two are already active, the spell will only summon the one that is inactive and charge you a stamina penalty of only 20% for just the one. If all three were inactive, it would summon all three and charge you a 60% stamina penalty (20% x 3). Also, if you were summoning all three but only had enough stamina for two, the spell is smart enough to know this and summons however many you have the stamina for at the time.
MT – Summon Slot (1-5): Much like the above, these additional spells appear only if enabled from Mod Options and summon the companions assigned to INDIVIDUAL slots only, for hotkey purposes. As you level more slots will become available to you; you will get a message when you level up to the required level for a new slot and if Single Slot Spells is enabled these spells will be automatically added.
MT – Summon Slot Horse: The mod contains a special mechanic that allows you to purchase permanent horses from each of the major holds, and summon/dismiss them at will like any other pet. You define the horse slot through the Main Menu just like a normal summon, however there is a separate slot and list specifically for horses, and this spell will summon your currently defined horse. To purchase a horse and add it to your list, visit the stables of a major hold and cast the Tame spell (see below) at the saddled horse standing outside, and you will get a menu to purchase them for 2000g.
http://www.youtube.com/watch?v=PrpLyQqGgYI.
There are two additional spells which are automatically added to your Alteration list:
MT – Creature Tame: This is the spell you will use to tame creatures you encounter (or purchase stabled horses). Simply cast this Concentration spell constantly at the target creature. You will see a spell effect play on them, indicating the tame is "in progress." So long as you cast your magicka will drain, and a timer will count down 6 seconds required for a successful tame. If you stop casting for too long, select something else, or lose targeting your summon timer will reset. Also, if a target is dead, too high level, or cannot be tamed you will see a message to that effect.
MT – Attack Command: This is the spell you will use to tell all of your active summons that are in follow mode to attack the target of your spell. By default this spell is in "Only Target Hostiles" mode, meaning if you cast it at a friendly you will get a message telling you they are non-hostile and your summons will not attack them. This combat posture can be set to allow all targets from Mod Options from the main menu spell. Additionally, if you cast this spell while sneaking you will perform a special "Teleport Attack" which charges you 10% of your total Magicka per active summon in follow mode that is more than 256 game units from the target to teleport instantly to that target and begin combat. If you cast while not sneaking, summons will simply run up to the target and attack as normal with no magicka penalty. Teleport Sneak can be disabled through the Mod Options menu. Casting the spell at a target while your summons are already in combat will tell them to stop attacking their current target and go after this one instead.
Attack Command and Crime
There is an additional mechanic with the Attack Command spell which relates to crime. Since you have the option to allow all targets (including non-hostiles) under Mod Option menu, the mod is intelligent enough to know if that target is a friendly that you would normally incur an Assault bounty for attacking. If you are seen commanding your summons to attack such a target, you will get the appropriate crime penalty (assault, murder, etc.) just as if it was you that attacked them. HOWEVER, if you tell your summons to attack a target while sneaking AND hidden, and nobody sees you do it, you will not incur ANY crime penalty! Keep in mind this calculation is designed to be immersive and will give you the crime not only if you are seen by the target, but ANY crime-reporting target within a radius line of sight to the target when you cast it. This creates an interesting skill dynamic for sneak types.
Individual Summon Commands
Activating any of your active summons (including horses) will bring up a summon-specific menu allowing you to issue them commands. Options for most summons include:
Dismiss: Will dismiss only the currently selected summon.
Follow Me: Puts the summon in follow mode, which is a custom high-performance follow-AI. They will follow you through doors, fast travel, and world space changes, and if they get too far behind they will automatically teleport back near to you so you never have to worry about losing them!
Wait Here: Tells this summon to remain at the current location. They will wander around the immediate area but will not stray far (no more than 512 game units which is a very small distance). They will do their normal behaviors like sit, sleep, groom, eat, etc., and if a hostile approaches their agro radius they WILL attack to defend the area, however they immediately return to the spot they were told to wait when combat ends (or dispel automatically if they die.) NOTE: Summons told to "Wait Here" will NOT follow you through doors/cell changes, and will NOT attack a target of your Attack Command. You CAN however recall them to you from wherever they are with the "Teleport Recall" spell from the main menu, which automatically puts them back in follow mode.
You can also access the Main Menu from any summon's activation menu, which lets you issue commands like Teleport Recall, Dispel All, or to change options on the fly, without having to re-equip the MT – Main Menu spell.
Notes on Mounts
Ride: There is an additional option for certain special summons (bears, cats, deer, elk, chaurus reapers, giant spiders) that will allow you to "Ride" the selected summon as a mount! Mounted combat works just as it does on a horse, and you dismount the same as you normally would.
Saddle Bags: For horses, there is another additional option for "Saddle Bags." This will bring up a special shared storage which can be accessed from ANY of your horses. So, if you put a bunch of items in the saddle bags of your Black Horse, dispel it, and summon your Palomino, you will still be able to access all the same items. Also, in addition to being able to tell horses to follow you or wait in a specific spot like all mods, they will also intelligently avoid combat, and retreat to a safe area until you exit combat, at which point they will return to following you.
Summon Lists
When you first start out, all of your lists will obviously be empty, with the exception of a Dog companion available in your Novice list as a starter companion. As you travel the world and encounter creatures which can be tamed (nearly all living animal type creatures or mechanicals), and use your Creature Tame spell on them, you will get a message on successful tame indicating what list they were added to (Novice, Apprentice, Journeyman, Expert, or Master) depending on how strong the tamed creature is, and they will then be available in that list henceforth to set to an available slot through the main menu.
Just as you will not have all 5 (the maximum number) of slots available starting out, there are also balancing limitations placed on how high of a creature you can place in a given slot. (When assigning slots you MUST assign lower slots before higher ones can be set.) So for example as level 1 you will get a message if you try assigning a Master level summon to slot 1 that you can only assign Apprentice and lower summons to this slot at your current level. As you level up, higher level summons become available to assign to higher level slots.
You will have to experiment with combinations of available summons at each level to find a mix that works best based on what is available to you. Always try to locate and tame level-appropriate creatures as soon as possible, as you will of course want the most powerful summons available at your level!
Multiple Summons
As you level up and gain more slots you will be able to assign and command multiple summons at once. You CAN set the same summon to multiple slots, assuming that each slot allows that level of creature to be assigned to it at your current level. Newly tamed creatures are highlighted white in your lists, and once they have been assigned once appear grey (game engine feature). You can still assign a grey name in your list to any slot just as normal.
A further note on balance
I realize I left out some important details up to now. I want to ensure players there are MANY painstaking balancing steps that went into the building of this mod, to ensure that it doesn't overpower your character.
Firstly, you start the game with only one "slot" to assign creatures you have tamed as mentioned above. Furthermore, there are five "tiers" (novice, apprentice, journeyman, expert, and master) that creatures are assigned to when you tame them, based on their strength. You can only assign certain tier levels of creatures to certain slots at certain levels. This increases as you level up. You also get more slots as you level up.
For example, at level 1 you have 1 slot and can only assign novice or apprentice level creatures to it. At level 10 you get a 2nd slot (and so can summon two things at once), and you can now assign up to journeyman level to slot 1 and up to apprentice in slot 2. This continues to increase up to a total of 5 slots, and the level of creature you can assign to each also increases even after that as you continue to level up. At level 20 you get a 3rd slot, you get a 4th at level 40, and the 5th at level 70, and the tier you can assign to each continues to increase all the way to max player level with all 5 slots allowing Master level pets.
Creatures will level up with you, but only to a certain point depending on their tier. Novice level up to 8, apprentice level to 16, journeyman level to 24, expert level to 32, and master level to 54.
At level 80 your character will be able to summon several master and expert level creatures at once, and they will level up to 54 and 32 respectively, which based on how the game scales difficulty and defensive stats makes them viable to face all content you will face at that level (particularly as most things in the game are capped and will not level past this point either).
List of all tamable creatures
Novice creatures:
Frostbite Spiderling, Mudcrab, Deer, Fox, Skeever, Male/Female Elk, Husky, Vale Deer, Netch Calf, Albino Spider, Ash Hopper
Apprentice creatures:
Wolf, Snow Spiderling, Giant Mudcrab, Red Wolf, Arctic Fox, Horker, Albino Skeever, White Stag, Jumping Flame Spider, Jumping Frost Spider, Jumping Shock Spider, Jumping Poison Spider, Bristleback
Journeyman creatures:
Black Bear, Sabre Cat, Frostbite Spider, Snow Spider, Ice Wraith, Spriggan, Dwarven Spider, Troll, Chaurus Hunter, Death Hound, Flame Cloaked Spider, Frost Cloaked Spider, Shock Cloaked Spider, Poison Cloaked Spider, Bull Netch
Expert creatures:
Ice Wolf, Snowy Sabre Cat, Grey Bear, Chaurus, Giant Frostbite Spider, Dwarven Sphere, Frost Troll, Spriggan Matron, Vale Sabre Cat, Gargoyle, Betty Netch, Burnt Spriggan
Master creatures:
Snow Bear, Giant Snow Spider, Chaurus Reaper, Dwarven Centurion, Spriggan Earth Mother, Greater Gargoyle, Dwarven Ballista
Horses:
Black Horse, Brown Horse, Grey Horse, Paint Horse, Palomino Horse
That should cover all the basic functionality in a nutshell.
This mod represents a significant investment of time and intellectual labor on my part, with many thousands of lines of code. While you are free to download this mod for your own personal enjoyment, you may NOT under any circumstances re-upload it anywhere or cannibalize pieces of it for your own mods. If you would like help on a similar project you are working on please PM me and I would be happy to assist you.
Thanks, and I hope you enjoy the mod!