It has some interesting effects, no doubt, BUT: it misses the 'acting like Sheogorath', you know, the cane and his animations. A most important part of the whole thing. And while some spells/powers are marvellous, since most of 'em are a collection of various spells made by modders (and some hidden of the game like the test spell flaming pants) i would add a version of the enemies explode spell made by skycaptain in his deadly reflex but maybe instead of gore parts could be cheese. (Alas, i am certainly not enough capable on dealing with scripts to do that myself). For the cane animations parts, i'm not sure if playing with Sheogorath as character would do the trick or you would need something like MrMuh's sheogorath animations in any case.
Ive been having trouble downloading mods where I only get .rar files, which is only a notepad with a bunch of stuff written in it. Not sure how to fix this, any help is appreciated :)
So when ever I start mod the Sheogorath race dosent appear I just start as an Imperial when I start new game if anyone know how to fix this any help wouled be much appreciated
there should be a quest o obtain these powers... like speaking to haskill how to obtain a full daedric prince power, then he will point you to Dyus so he can help you. And they should be something though to acquire, some long and challenging quest. For example: Stepping into the daedric prince's realms and defeating each one of them, after that you can have your god power because you are worthy of it. Oh, and there shouldn't be that ability that makes you immortal. It's fun in the beginning, but after a while it gets boring. Also, I've always wanted to do something with that daedric shrine... You could speak to adventurers and order them to loot a dungeon for you, but for that you have to have a big influence in tamriel. There are lots of things that can be done in this mod, but it seems the author abandoned it. Still, great mod, Endorsed.
i agree with you. it's a great mod, but it would be cool if there was a questline with it where after completing SI, you'd have to speak to haskill to get sheogoraths full powers
Years later I have to agree with @phillipWireland. @absentrazor, I know why we thought that. It's Because Bethesda handed the Shivering Isles rewards poorly. In doing so we desired a suitable "canon ending" for "godly rewards". When they finished SI, the developers were afraid of permanently ending the game, i.e preventing you from progressing further after the end. On the other hand, they were also afraid of properly implementing Sheogorath's full powers in the player character. So what was their lame solution? Add some escorts, a dancer, a staff of Sheogorath with limited power, and the ability to change weather (according to Haskill it reflects the Lord's ability of connection with his realm meaning the developers partially implemented your powers) And of course, the player can continue the game as usual.
That's why Jyggalag's speech was vague. "Mortal? King? God? It seems uncertain". They hinted at the possibility of the player reaching full godhood in the future because of their badly executed ending. However, there are better solutions. Option 1 - Bethesda creates a last, well-made cutscene explaining the player became Sheogorath, and the game ends. Option 2 - Bethesda gives us similar powers as the ones of this mod, letting you dominate the world as you please.
Unfortunately, these options result in two possible consequences. Option one would anger a group of players who were used to play after the end because of what Morrowind did, i.e the Morrowind fanbase. As an advantage, it'd close the game decently. Option two would make another group of players mad by basically eliminating challenge from the game. But it would have given us decent rewards. A solution for option one and two would be creating a save "before" the Isles final quest and warning the game's end is near. If the player wishes to keep playing he can do so just before the final mission.
Instead, Bethesda (as usual) chose the "safest" option - you are able to play after the game ends AND get a few rewards for being the new Sheogorath. What they didn't realize is option 1 is the best for the game. Would have been a proper ending, just like Obsidian did in Fallout New Vegas. While option 2, despite letting you play after the end doesn't disappoint you with weak rewards. But we got option 3 so... yeah. Guess we'll just have to be creative in order to improve Oblivion's ending, which is by the way my only heavy criticism of the game. Let's just hope that Elder Scrolls Six won't experience a large quality drop as Skyrim did from Oblivion or Fallout 4 did from Fallout 3 and New Vegas. Let's just hope Bethesda doesn't sell themselves for good... Obsidian and CD Projekt are the only non corrupted companies today. And they've been giving us wonders. Witcher 3, New Vegas, Pillars 1, and very soon, Deadfire. Despite Skyrim being awfully addictive, in terms of Story, Mystery and atmosphere Oblivion was for me the last GREAT Bethesda game.
A dark ritual just like Father did in Fullmetal Alchemist. Maybe the Hero could trade a million human souls with Lorkhan/Padomay/Anu or another high deity in exchange for power.
147 comments
Oh, and there shouldn't be that ability that makes you immortal. It's fun in the beginning, but after a while it gets boring. Also, I've always wanted to do something with that daedric shrine... You could speak to adventurers and order them to loot a dungeon for you, but for that you have to have a big influence in tamriel. There are lots of things that can be done in this mod, but it seems the author abandoned it. Still, great mod, Endorsed.
That's why Jyggalag's speech was vague. "Mortal? King? God? It seems uncertain". They hinted at the possibility of the player reaching full godhood in the future because of their badly executed ending. However, there are better solutions.
Option 1 - Bethesda creates a last, well-made cutscene explaining the player became Sheogorath, and the game ends.
Option 2 - Bethesda gives us similar powers as the ones of this mod, letting you dominate the world as you please.
Unfortunately, these options result in two possible consequences.
Option one would anger a group of players who were used to play after the end because of what Morrowind did, i.e the Morrowind fanbase. As an advantage, it'd close the game decently.
Option two would make another group of players mad by basically eliminating challenge from the game. But it would have given us decent rewards. A solution for option one and two would be creating a save "before" the Isles final quest and warning the game's end is near. If the player wishes to keep playing he can do so just before the final mission.
Instead, Bethesda (as usual) chose the "safest" option - you are able to play after the game ends AND get a few rewards for being the new Sheogorath. What they didn't realize is option 1 is the best for the game. Would have been a proper ending, just like Obsidian did in Fallout New Vegas. While option 2, despite letting you play after the end doesn't disappoint you with weak rewards.
But we got option 3 so... yeah. Guess we'll just have to be creative in order to improve Oblivion's ending, which is by the way my only heavy criticism of the game. Let's just hope that Elder Scrolls Six won't experience a large quality drop as Skyrim did from Oblivion or Fallout 4 did from Fallout 3 and New Vegas. Let's just hope Bethesda doesn't sell themselves for good... Obsidian and CD Projekt are the only non corrupted companies today. And they've been giving us wonders. Witcher 3, New Vegas, Pillars 1, and very soon, Deadfire. Despite Skyrim being awfully addictive, in terms of Story, Mystery and atmosphere Oblivion was for me the last GREAT Bethesda game.
A dark ritual just like Father did in Fullmetal Alchemist. Maybe the Hero could trade a million human souls with Lorkhan/Padomay/Anu or another high deity in exchange for power.