This sounds like what I'm looking for, I hate his constant sparks! Anyone have any pointers on how I could edit Jzargo with TES5 Edit or CK to not have ANY vanilla spells pre-set into him(that's the only change)? That way I'm thinking if I use the teach spells feature from Amazing Follower tweaks then he'll have a blank slate and I can add in what ever I decide to tech him. If it works I would make mods for blanks slates for all mage followers and upload it for everyone. Mite make having a mage around funner as you can customize their spells much more with the vanilla spell just gone and not messing things up. Just need to be pointed in the right direction.
Did you both follow the steps on the Description page for adding the mod to an existing game? You need to do the Disable/Enable steps in the console to tell Skyrim to reinitialize his available skills.
yeah, i did it several times. at one point he started using fireballs and I thought it was fixed after doing the "forget your spells" selection in UFO, but next fight it was back to lightning bolts. I'm using UFO with all the correct compatibility boxes selected, and have tried uninstalling and reinstalling several times as well.
I am using Immersive Winterhold which I think also changes J'zargo. Could I overwrite the edited J'zargo in that mod by having this mod later in my load order? Thanks!
Based on the description of that mod, it looks like your plan would work: just load my mod after the IW mod. I'll try to download it later to take a closer look.
After looking at the IW mod in TES5Edit, the only notable thing I see is that IW added a whole bunch of AI packages to J'zargo. But they don't look like they do anything such that overwriting them with the default packages (that are in my mod) would cause any issue. So go ahead and just load my mod after the IW mod.
This is all assuming you are loading IW's optional NPC Improvements ESP. If not, then there is no issue at all.
Just to note, J'zargo does use his Paralyze spell once his skill is high enough. The default of 10 sec seems a bit too long to me, but that's what Bethesda chose. Give him a 1H weapon with paralyze too and he can make Draugr Deathlords pretty helpless.
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http://www.nexusmods.com/skyrimspecialedition/mods/3000
All my SE mods are here:
http://www.nexusmods.com/skyrimspecialedition/users/774541/?tb=mods&pUp=1
This is all assuming you are loading IW's optional NPC Improvements ESP. If not, then there is no issue at all.