Adds several training dummies to Legion Forts and Fighters' Guilds that can be used to practice or train skills.
Requirements
DLC requirements
DLC name
Bloodmoon
Tribunal
Permissions and credits
Credits and distribution permission
Other user's assetsAll the assets in this file belong to the author, or are from free-to-use modder's resources
Upload permissionYou are not allowed to upload this file to other sites under any circumstances
Modification permissionYou are allowed to modify my files and release bug fixes or improve on the features so long as you credit me as the original creator
Conversion permissionYou are not allowed to convert this file to work on other games under any circumstances
Asset use permissionYou must get permission from me before you are allowed to use any of the assets in this file
Asset use permission in mods/files that are being soldYou are not allowed to use assets from this file in any mods/files that are being sold, for money, on Steam Workshop or other platforms
Asset use permission in mods/files that earn donation pointsYou are not allowed to earn Donation Points for your mods if they use my assets
Author notes
This author has not provided any additional notes regarding file permissions
File credits
This author has not credited anyone else in this file
Donation Points system
Please log in to find out whether this mod is receiving Donation Points
Changelogs
Version 1.0.0
Initial release.
Adds several training dummies to Legion Forts and Fighters' Guilds that can be used to practice or train skills. There are three separate esps for compatibility. Fully compatible with Beautiful Cities of Morrowind. Only dummies added by this mod will work, so when you look at a dummy make sure it says "Practice Dummy".
If you want the dummies added to all forts and guilds use the main esp. For dummies added to forts only use the legion esp and for guilds only use the FG esp.
Make sure you ACTIVATE (click on) the dummy before striking it. The dummies are technically npcs and attacking them first can cause nearby npcs to become hostile, activating them prevents this. You can activate the dummy again to exit "training mode", but it will also deactivate upon leaving the cell. I'm sure this mod could be done better in MWSE, but I don't understand MWSE very well. If you have suggestions to better this mod let me know.