Overcome Molag Bal's trial and unleash deadly vampire powers. Teleport to any city, fly, absorb the soul of your victims to empower your vampiric might or unleash an army of daedra to invade Tamriel.
Requirements
This mod does not have any known dependencies other than the base game.
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Fixed missing script fragments in the Quest. Should be displaying the objectives correctly.
Version 3.3.1
Fixed some missing files issue
Bat travel now teleports to more "secluded" locations for immersion purposes.
Version 3.3.0
Fixed an issue with character saves inside the cave
Fixed a visual bug on dark hollowing spell
Coldharbour Shades now use a fire and forget spell instead of dark hollowing
Fixed some visual bugs inside the cave
Version 3.2.0
- Reworked Soul Grip so now scales a lot more but lowered how scales in lower levels, the cap of souls is now in 5000.
- Now the altar gives you a weapon with an enchantment version of soul grip which you can disenchant.
- Solved the issue in which you do not get teleported to the ragged flagon with bat travel.
- Solved minor issues, descriptions and reduced visuals of some effects.
Version 3.1.0
- Corrected some visual issues regarding dark aura and the gate of coldharbour. Both the dremora and the drain effect triggered excesive Imods which have been removed.
- Corrected an issue in which the vampire version of crippled terror was added in human form.
- Added a mark and recall to the Bat Travel power with 6 possible places to mark.
- Updated the visual effects of Bat Form, now your character should not be seen as often as it was and more bats where added.
- Added Soul Feast to human form.
- Corrected some issues with the shadow pack, they should behave more aggresive thowards enemies but not against allies.
- The gate of coldharbour now should be disabled with the effect in which the daedras are invoked. The gate should last exacly 100 seconds.
Version 3.0.0
-Corrected some issues during the quest
-Now the quest do not reset when entering the cave again
-Now sinister grip do not trap souls in soul gem but instead trap souls to increase its damage for each soul captured (maximum 100 souls)
-Now hideous mist do not affect player speed or enemy speed but instead muffles the player and increases physical resistance and damages stamina and stamina rate to foes inside.
-Hideous mist visual effect has been changed, now it's a bit bigger but circular instead of a rectangle.
-Added Soul Feast
-Added Shadow Armor
-Added The Gate Of Coldharbour
-To obtain the new powers and correct the old ones you have to drink from the shrine of molag bal.
-Added Falkreath to the Bat Travel Options, also added all the small villages from skyrim.
Version 2.0
- Added Bat Travel spell
- Added Bat Teleport Spell
- Added Hideous Mist Spell
- Now all spells will be correctly added in VL form
- Renamed Penumbra to Dark Envoy, this ability is now a Power and solved some issues with the power gaining some stability
- Reworked Shadow Pack, they now should attack often
This mod features a new small questline for Vampire Lords and adds some new powers for both mortal form and vampire lord. The mod is 100% compatible with Sacrosant and Better Vampires as well as almost any mod since very few vanilla records where touched.
To start the quest simply go to the Volkihar castle and drink from the altar of Molag Bal. Once you do this go where the quest mark guides you and beat the enemies to become Molag Bal's chosen champion.
Power and Spells list
Bat Form: Transform yourself in a cloud of bats and fly freely. This is a toggleable ability (Do not save your game mid flight or you will fall to death when reloading). Not required but highly recommended to avoid some known issues with this power I would install this two mods along with Dark-Envoy: Equip Enchantment Fix Enhanced Invisibility
Bat Teleport: Transform yourself into a cloud of bats and teleport to the target location.
Bat Travel:Select your destination and teleport yourself. You can also mark up to 6 places to teleport to them. (Not all locations are compatible with Open Cities)
Dark Hollowing:A beam of pure evil that deals damage over time.
Crippling Terror:Paralyze enemies with your gaze.
Hideous Mist: Invoke a fog in which you and your allies are stronger and your foes take damage.
Ominous Cage:Create an impenetrable barrier around yourself until you disable it. Foes trapped inside with you will be terrorized.
Dark Aura: Once a day become one with shadows and resist 50% of physical damage while absorbing the life force of your foes.
Consuming Stream: A beam of vampiric power that absorbs health.
Shadow Pack: 3 death hounds hide in your shadow and they aid you each time you enter in combat. It's toggleable.
Sinister Grip: Deal magic damage and trap the soul of a foe. This effect increases in damage for each soul trapped.
Soul Feast: heal yourself, if you have less than 50% of health and have souls trapped by sinister grip spell consume a soul to heal the same amount.
Shadow Armor: Resists 50% of physical and magical damage. Is a bit stronger than Ebony Flesh spell since 50% damage resistance is similar to 350 of armor but it also halves the spell magnitude and duration of all hostile spells. This is a very powerful effect, for example this will make your natural weakness to fire from a 30% to a 15%, in general any negative buff will be halved.
Dark Envoy: Call the night powers to create an eclipse so you will no longer fear the sun again. This has the same effect as the Auriel's bow with tainted arrows but it lasts longer and you will not have to carry the bow everywhere.
The Gate of Coldharbour: Once a day open a massive portal which the legions of Molag Bal can cross. A large amount of Daedra will invade Tamriel. They're hostile towards nearly everyone except the player, so use it carefully.
Watch each spell in action the following video
Compatibility
This mod is designed to be 100% compatible with Vampire Overhaul mods, including Sacrosanct and Better Vampires, both of which were tested without any issues. However, compatibility may be affected by mods that significantly alter Castle Volkihar. Despite this, the quest triggers and cave will remain functional, ensuring the mod works as intended even if you have heavy modifications in Castle Volkihar the walkthrough from the quest just varies to directly go to the cave. Also, an alternate Altar of Molag Bal has been added to the cave for players using mods that modify the castle, allowing access to its powers regardless. The incompatibility is with Open Cities, while "Bat Travel" power is mostly compatible with it you will encounter issues with heavily edited areas. For instance, attempting to teleport to locations like Jorrvaskr might result in being sent to an empty cell due to changes introduced by Open Cities. Other destinations should function correctly though. So please avoid questions in the comments like "is this compatible with X mod", the answer is YES
Hope you like the mod and don't forget to endorse.