aaron9258 Posted July 11, 2011 Share Posted July 11, 2011 The spells in the mod 'Jedi Dude with Powers' are hilarious to use and has NO ADDITIONAL mod requirements. Unfortunately, these Jedi mods always come with some short ugly green guy THAT NOBODY WANTS. It's the spells rather than the Jedi that I seek. I tried merging races and the numerical named spells in CS but to no avail. I know that there are other Jedi spell mods (push only) and some require additional race and spell mods to work, but none are as complete and self contained in one mod as above.So, could a professional spell modder strip the spells out of the above mod or create the equivalent of the original and combine with the best class and birthsign? Thankyou Link to comment Share on other sites More sharing options...
David Brasher Posted July 12, 2011 Share Posted July 12, 2011 (edited) I remade and uploaded a version of the mod: Jedi Powers The Jedi powers, a lightsaber and a Jedi robe are added to the player upon mod installation or the beginning of a new game. You do not need to do anything special to start the mod, and you can use it with any race, class, or birthsign. Edited July 12, 2011 by David Brasher Link to comment Share on other sites More sharing options...
aaron9258 Posted July 12, 2011 Author Share Posted July 12, 2011 (edited) I will try this. I see that the Mind Trick has been fixed. It's kind of 'pointless' to set 22 per cast as it can be edited down in CS. What would be the best Class and Birthsign (vanilla or custom)?An idea for the future: In Morrowind there is NPC Command. After Jedi persuasion I used 'follow me' command and ended up with 20 bodyguards that fought all my battles, As long as they were 'locked' in follow mode, the NPCs were mine unto the end of the game and only attacked my character/other followers after I released them. Thankyou Edited July 12, 2011 by aaron9258 Link to comment Share on other sites More sharing options...
David Brasher Posted July 12, 2011 Share Posted July 12, 2011 (edited) It is not pointless to increase the magicka cost on cheat spells. When I found them, it cost 2 magicka points to cast some very powerful spells, some of which should cost like 450. I reasoned that the original healing spell and ranged fireball spell cost about 11, so it seemed slightly fairer to make these extremely powerful spells cost twice as much as the wimpiest spells in the game. Even a level 1 character would be able to cast two or three of the Jedi spells in a row before having to rest. I really don't care what people do in the CS. They can edit things any way that they like. But if you can use the CS, then why did you place this mod request? You could have built this version of the mod yourself. This mod does not care what class or birthsign you are. It can be used with any class or birthsign, even a custom one from a mod. It is a matter of opinion what class and birthsign is best. I personally like Battlemages and Spellswords of any sign but Atronach. But some people love the Atronach birthsign and refuse to play as a Battlemage or Spellsword because it dissipates their efforts across two fields. Jack of all trades, master of none. It really depends on what sort of roleplaying you want to do. In my opinion, classes and birthsigns are sort of meaningless in Oblivion. Any character can do anything. I often role dice to chose, and have ended up with zany things like an Orc Healer. With patience, any character, no matter how badly made, can clear dungeons and complete quests. In Oblivion, there is a follower limit of about eight. The game becomes unstable after that point, and you start to have frequent CTDs along with on-screen error messages. So it is inadvisable to collect 20 followers. In some ways the hardcoding and system performance in Morrowind were vastly superior. I have high hopes that Skyrim will use a lot of Fallout-style programming for excellent performance on today's computers. Edited July 12, 2011 by David Brasher Link to comment Share on other sites More sharing options...
aaron9258 Posted July 13, 2011 Author Share Posted July 13, 2011 (edited) I consider all spells a cheat (for me, hand to hand as much as possible). I use the Jedi Dude mod as a lark rather than cheat, some light entertainment of bouncing NPCs off the wall or criticizing the painter in Anvil with a Mind Bomb (my 'official' launch of this mod, should be tradition). The original idea was to make these optional merchant bought spells, no Jedi needed.It's the concept behind NPC Command from Morrowind that I was referring to. The Jedi Mind Trick being a form of mind control, a list of commands the Player could then use to lock NPCs to do things for the Player. I could concentrate on a quest and let my 'involuntary' lackies to the fighting.The assumption for the Class and Birthsigns - maximize magika.Here's another idea (if it's possible) grab objects/NPCs and throw at villains. Edited July 14, 2011 by aaron9258 Link to comment Share on other sites More sharing options...
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