I'm sure almost nobody will ever see this comment, but for the record, this mod WORKS with the Oblivion Remaster - although it will have some missing name errors in either the spell or spell effect
My friend, I just want to tell you that your mod has always had a place in my Oblivion modlists, and that's still true today. Thank you for making the Madgod experience better! <3
Definitely far from nobody. Just became the madgod and was just thinking of this mod. Glad to know it works and hoping for a port to fix the text bits that don't!
ahhahahahahahahhahahahaha "fun for the whole family"
Your description kept me loling hard for a few seconds
The bodies can pile up hahehehe
Bethesda sucks, you're right. Big disappointment not having a special quest to acquire a daedric prince's full power. Finding Elder Scrolls and performing a demonic ritual with them that maybe involves sacrificing innocent humans just like Father did in Fullmetal Alchemist? Nope. Asking a few questions to Dyus, maybe? Nope. Facing the other 16 Daedric Lords in an arena-like environtment? Nope. The devs should've created a large quest chain after the player defeats Jyggalag. Bethesda sucks at end game content, they always leave loose ends in their stories and implement poor solutions instead. You get a few spells, get treated more or less as a king and that's it. All so you can play "after finishing the story". Geez if they're really that lazy at least show us a slideshow like in Fallout NV and prevent the player from playing. At least the story would feel complete
Great mod ^^ (And guys just so you know, you can get these powers even if you have already completed the shivering isles, just go up to Haskill and you will find the conversation option there to ask about your benefits, click on that again, and you will get the new powers from the mod.)
Good mod, the other spells worked perfectly, but Sheogorath's whim don't kill the strong monsters. You should do this spell with the script effect, so for the creature/NPC is impossible to survive the fall. Ah,the scripts should disable the NPC/creature controls in the moment that the spell get on them. Excellent work, anyway.
HAHAHAHAAAA! very kewl! but one prob, when i use Sheogoraths Whim on strong monsters they dont die when they hit the ground. I went into the editor and made it so it does 200000 shock damage so they die =P, but you might wanna do something like that so other people not good with the editor dont have to suffer =P.
lol you made the whim spell correctly good job. i tried myself but i guess i didnt script it right or something cuz i would use my version of the spell and the target would just stay in mid air.
This is an awesome mod, but how exactly does Sheogorath's Whimwork? I cast it on foes, but they do not seem to appear at Execution Point. They just seem to vanish into nothingness. Does one have to wait awhile before they start showing up?
43 comments
My friend, I just want to tell you that your mod has always had a place in my Oblivion modlists, and that's still true today. Thank you for making the Madgod experience better! <3
Your description kept me loling hard for a few seconds
The bodies can pile up hahehehe
Bethesda sucks, you're right. Big disappointment not having a special quest to acquire a daedric prince's full power. Finding Elder Scrolls and performing a demonic ritual with them that maybe involves sacrificing innocent humans just like Father did in Fullmetal Alchemist? Nope. Asking a few questions to Dyus, maybe? Nope. Facing the other 16 Daedric Lords in an arena-like environtment? Nope. The devs should've created a large quest chain after the player defeats Jyggalag. Bethesda sucks at end game content, they always leave loose ends in their stories and implement poor solutions instead. You get a few spells, get treated more or less as a king and that's it. All so you can play "after finishing the story". Geez if they're really that lazy at least show us a slideshow like in Fallout NV and prevent the player from playing. At least the story would feel complete
do this spell with the script effect, so for the creature/NPC is impossible to survive the fall. Ah,the scripts should disable the NPC/creature controls in the moment that the spell get on them. Excellent work, anyway.