Pretty cool mod but for people who don't known, Molag Bal already has his own actual servant forces of lesser Daedra, the Xivkyn. They also notably served Mehrunes Dagon in Oblivion.
Still, you've got my download because I love to smash Daedra to dust, even if they serve my favourite Daedric Prince ;p
Wow! These guys look scary as hell. Will definitely track this one. Glad you gave the warning about needing to be high-level to take these daedra on in combat.
Now I don't want to make this seem rude, but I have a lot of constructive criticism. I'll start with some good stuff, the monsters and enemies you made looked great, and were scripted rather well. Now onto the many negatives I have. Enemy spam is not fun, fighting 15 or whatever very strong demon creatures in a cramped dimly lit room, is not fun. This being said you have a few options, calm down on the enemy spam, or create a larger place to discover, same amount of enemies but much farther place to explore, as that dimly lit room was rather drab. Next I would like to say that is seems to really be for nothing, maybe add some type of quest line within the actual place (should you decide to make it explorable) and give it some purpose rather than just "Here's a place you can fight some enemies", and lastly, the biggest let down of this to me was how even after you get the cold harbour daedric armor, you cannot upgrade it past legendary, I believe the only piece you could upgrade was the helmet, if that armor was upgradable to legendary I wouldve enjoyed this mod overall a lot more, because then at least I would have a cooler blue tint to the armor with the same amount of strength. Just a few things to consider, please review and try to make some of these changes if you feel them to be necessary or to your liking.
Well, thank you for the criticism. Truly, the focus on my monster mods are the looks and behavior, but mainly the challenge they bring to the player, and how they treat his playstyle. In that, I disagree with you, as to me, having 10-15 powerful enemies, with a boss among them, forces me to play a lot smarter than most of the time; making me use everything I have at my disposal so I can overcome the challenge. If your character is too powerful and kills them easily, well, then that's truly boring. But I made them to be a challenge even to high level players, especially on legendary difficulty. I guess I like hard fights. If it's way too hard, forcing you to cheat, then level up more, play differently or lower the game difficulty. While I might make a short quest for the player to go fight them, I don't really see it as necessary, as there are many places in the game where creatures are simply there, just there, with the only purpose of making the game harder or giving a challenge to the player, with no explanations needed. That's something I love in the Dark Souls franchise. But I also know the challenge itself isn't enough as a good purpose for the player to go for it, in that there are the rewards inside the lair, mainly the conjuration spell, as it makes one of the tough creatures now be your ally and kill stuff with you. I guess that's one of the main things of the mod, to add a new cool monster as an ally. All this being said, the mod is also made to be a modder resource, so I leave it open for being used in the development of cool quest mods (I'd love to see my lovely beasts in an actual Coldharbour mod). Anyways, I have updated the mod to 1.1 version. Now the Coldharbour Daedric set and mace are are upgradable, and I lowered the enemy count inside the lair by 2, leaving 8 to fight the player
Your own view is your own, so I appreciate you at least looking over my suggestions. Also the fix to the armor is greatly appreciated, was hoping for some better looking daedric stuff. Good luck on your future mod endeavours
25 comments
Still, you've got my download because I love to smash Daedra to dust, even if they serve my favourite Daedric Prince ;p
Truly, the focus on my monster mods are the looks and behavior, but mainly the challenge they bring to the player, and how they treat his playstyle. In that, I disagree with you, as to me, having 10-15 powerful enemies, with a boss among them, forces me to play a lot smarter than most of the time; making me use everything I have at my disposal so I can overcome the challenge. If your character is too powerful and kills them easily, well, then that's truly boring. But I made them to be a challenge even to high level players, especially on legendary difficulty. I guess I like hard fights. If it's way too hard, forcing you to cheat, then level up more, play differently or lower the game difficulty. While I might make a short quest for the player to go fight them, I don't really see it as necessary, as there are many places in the game where creatures are simply there, just there, with the only purpose of making the game harder or giving a challenge to the player, with no explanations needed. That's something I love in the Dark Souls franchise. But I also know the challenge itself isn't enough as a good purpose for the player to go for it, in that there are the rewards inside the lair, mainly the conjuration spell, as it makes one of the tough creatures now be your ally and kill stuff with you. I guess that's one of the main things of the mod, to add a new cool monster as an ally. All this being said, the mod is also made to be a modder resource, so I leave it open for being used in the development of cool quest mods (I'd love to see my lovely beasts in an actual Coldharbour mod).
Anyways, I have updated the mod to 1.1 version. Now the Coldharbour Daedric set and mace are are upgradable, and I lowered the enemy count inside the lair by 2, leaving 8 to fight the player