[RELz] No Trainers

Post » Sat Dec 04, 2010 9:27 pm

I just had the idea for this mod reading another thread here today and had a spare hour. :hehe: Granted, this mod hasn't been very thoroughly tested. But it consists of three new scripts, all of which are incredibly simple. I've tested it a bit before packaging it for release, and everything works fine by my tests.

This mod is for those who don't want the option to go and pay for training. I anticipate this will make the game a bit more difficult as every advancement you make you have to earn.

I haven't modified any dialogue, perhaps in a later update I'll strip out the topics about training. For now, this only removes the training option from any NPC that has it. It makes no other change to the NPCs, they are still there and have all other services that they normally offer. This will work with all mods that add NPCs who train.


Downloads:

http://www.fliggerty.com/phpBB3/viewtopic.php?f=46&t=3462

http://planetelderscrolls.gamespy.com/View.php?view=Mods.Detail&id=8681


Readme:
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The Elder Scrolls III
MORROWIND:
No Trainers

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Index:

1. Description
2. Installation
3. Playing the Plugin
4. Features
5. Version
6. Conflicts
7. Thanks
8. Copyright


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1. PLUGIN DESCRIPTION

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TITLE: No Trainers
VERSION: 1.0

PLUG-IN TYPE: Tweak

BY: Fliggerty
CONTACT: http://www.fliggerty.com

This simple mod only removes the training option from all NPCs that have it, with
the intention of making the game a bit more difficult.

It is dynamic, so it will work will all trainers added by any mods or expansions.

This mod is dependent upon Morrowind Script Extender (MWSE)


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2. INSTALLING THE PLUGIN

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To install the plugin, unzip the files into the Morrowind/Data Files
directory.

REQUIREMENTS: Morrowind, Bloodmoon, Tribunal, Morrowind Script Extender (latest version)


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3. PLAYING THE PLUGIN

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From the Morrowind Launcher, select Data Files and check the box
next to the No Trainers.esp file.
Launch Morrowind via the MWSE shortcut.


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4. PLUGIN FEATURES

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-- No longer be able to quickly train up a skill.


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5. PLUGIN VERSION

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v1.0
Initial release


I hope you'll enjoy playing this mod. Please direct comments, suggestions,
bug reports, questions to : fliggerty@fliggerty.com

Or visit Great House Fliggerty at http://www.fliggerty.com


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6. CONFLICTS

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I have tried to avoid any conflicts with any common mods. I may have missed something
here or there, if I did please let me know!


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7. THANKS

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Too many right now. Still compiling the list.
But to start it off:

FreshFish: For giving us MWSE.
CDCooley: For continuing the support of MWSE
Bryss Phoenix: As always, infinite friendship!
Those who have made GHF all that it is and have inspired me to continue modding.
Everybody else who has always been supportive of modders in general.


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8. COPYRIGHT

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This plugin is freely modifiable, as long as this readme
file accompanies it and credit is given to the original author. But please remember
that not everything here is my work. Refer to section 7.THANKS. By downloading
and running this plugin, you acknowledge the following :

- You have read and understood this readme file.
- You acknowledge that the author of this plugin accepts no responsibility for
damage to your game saves, operating system, computer, etc,
when using this plugin.

NOTE: Please do not upload any of my plugins for distribution without my permission. I strongly prefer to have
access to everywhere that my work is hosted so that I can update and maintain all of it.


Enjoy!
User avatar
Shelby McDonald
 
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Post » Sun Dec 05, 2010 2:58 am

Very cool! :thumbsup: I'm not hardcoe enough for it, but the option is nice to have. :)
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Zach Hunter
 
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Post » Sun Dec 05, 2010 1:12 am

Oh, I forgot to mention in the readme that it should work in existing games without any problems.
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x_JeNnY_x
 
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Post » Sun Dec 05, 2010 2:12 am

Very interesting.... I am certainly one who is always tempted. And I like the idea of earning everything completely. Thanks Fliggerty!
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Laura Ellaby
 
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Post » Sat Dec 04, 2010 2:49 pm

I have to say, nice idea for added difficulty, although I dont think I will be trying it either.
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Arnold Wet
 
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Post » Sat Dec 04, 2010 5:33 pm

Haha but training was the only thing to spend my epic monies on!

Yea good idea for added hardcoeness. When it takes less than an hour to jump up to level 10 from a new character you know that:

a. youve played Morrowind too long and
b. your a svcker for training
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Julie Ann
 
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Post » Sat Dec 04, 2010 7:18 pm

irrelevant commment deleted.
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Susan
 
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Post » Sun Dec 05, 2010 6:00 am

Nice touch Flig!

I have both power-characters and casual (no-train) characters in my game - my saves are named to remind me which one a certain character was. :P

So my only suggestion would be to make this optional. Perhaps training is off by default, but you could enable it from the console. Or the other way around. Or perhaps you get asked at the beginning of the game whether you wish to enable training or not. Otherwise, :thumbsup:!
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stacy hamilton
 
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Post » Sat Dec 04, 2010 5:53 pm

So my only suggestion would be to make this optional. Perhaps training is off by default, but you could enable it from the console. Or the other way around. Or perhaps you get asked at the beginning of the game whether you wish to enable training or not. Otherwise, :thumbsup:!

I like Adul's suggestion but either way, I'll give this a try. My next (maybe next next, not sure) char is already going to be without offensive skills (like swearing, farting... huh, no, just no skills that actually kill), so why not go without training as well?
Thanks Fligg!
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dean Cutler
 
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Post » Sun Dec 05, 2010 2:11 am

I actually like the way Oblivion limits trainers to 4 (or 5, can't remember) per level-up. Is there anyway to do something like it in MW?
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joannARRGH
 
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Post » Sat Dec 04, 2010 11:06 pm

There are a few possibilities for toggling it. I could make a global variable that if it equals 1 then trainers will be enabled. Obviously it would be set from the console. Or I could make some sort of ring or something that you can use to toggle the function on or off. What would be best?
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Angel Torres
 
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Post » Sat Dec 04, 2010 6:35 pm

THIS IS AWESOME.
I really don't mean to sound snobby or elitist, but I actually havn't used trainers in years, but this mod would be a great next step.
THANK YOU!
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Nims
 
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Post » Sat Dec 04, 2010 2:08 pm

PES link has been added.
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R.I.p MOmmy
 
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Post » Sat Dec 04, 2010 7:42 pm

There are a few possibilities for toggling it. I could make a global variable that if it equals 1 then trainers will be enabled. Obviously it would be set from the console. Or I could make some sort of ring or something that you can use to toggle the function on or off. What would be best?


In my opinion the best way to do this would be to let the player choose a "difficulty" right after character creation, with 3 available options:

no trains / 5 trains per level / infinite trains per level

This way Pzr's suggestion for an Oblivion style training system could also be implemented, which would be a nice middle ground between yes trains and no trains. If you could detect when the player receives training somehow, you could count the number of trainings he has done since the last level-change and toggle it off when appropriate.

Also, it would be nice to have the ability to later change the setting via console.
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Jessica Nash
 
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Post » Sat Dec 04, 2010 8:09 pm

Hmm, I'm not so sure about the possibility of detecting when a training happens. IIRC that was a problem I had with Morrowind Decapitated that I could only solve with MWE. I'll see what I can come up with.
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Charity Hughes
 
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Post » Sun Dec 05, 2010 1:23 am

Well, I've got an idea on how to detect training, although it's just that - an idea, and I'm not certain whether it would work.

If the player loses gold and has one of their skills raised in the same frame, it is likely they had received training.

There is one exception to that rule that I can think of, and that is raising mercantile naturally through trading. In order to determine which one happened, the script could call a MenuMode check in the next frame. If it was training, then menus will be turned off. If it was mercantile, the dialog menu will still be open.

That's it. There could be a few pitfalls in that theory, but I imagine it might as well work.
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ILy- Forver
 
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Post » Sat Dec 04, 2010 8:18 pm

Because there is a bit of a delay between when the money is removed and the skill actually increases, it seems to me that there might be a bit more room for failure with that than is readily apparent.

I'm actually thinking of doing something more along the lines of first storing the reference that the player is looking at. If it is an NPC, and then a menu opens, I'll check if that NPC is a trainer. If they are, we'll then monitor if a skill increases over the next several seconds. I think it will also be best to perhaps first record the NPC's three highest skills (isn't that how what skills they train are determined?) and just check those ones.


I've also had the thought that perhaps I'll leave an option to have only the secret masters able to train. I'll probably also end up changing the name of this to Improved Trainers.
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Marine x
 
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Post » Sat Dec 04, 2010 2:47 pm

Or you could make trainers an absolute pain to deal with - having to book appointments, saying they're too busy, that kind of thing ;)
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OTTO
 
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