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Dead and Daedric Guardians
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Version2.51
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UserMingziUploaded by
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About this mod
Create Undead or Daedric Guardians that can remain as permanent guards of your lair or be induced to follow you at will. No summon/follower limits for Guardians, but (optionally) balanced by requirements. Example: Reinforced Skeleton (Adept) - 1 filled black soul gem, 1 intact skeleton (10 pieces), 3 iron ingots, 3 leather strips)
- Requirements
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This mod does not have any known dependencies other than the base game.
Mods requiring this file
Mod name Notes CC Zombies for Undead Guardians The original mod Requiem - Dead and Daedric Guardians Obviously. - Permissions and credits
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Credits and distribution permission
- Other user's assets All the assets in this file belong to the author, or are from free-to-use modder's resources
- Upload permission You are not allowed to upload this file to other sites under any circumstances
- Modification permission You are allowed to modify my files and release bug fixes or improve on the features so long as you credit me as the original creator
- Conversion permission You are not allowed to convert this file to work on other games under any circumstances
- Asset use permission You are allowed to use the assets in this file without permission as long as you credit me
- Asset use permission in mods/files that are being sold You are not allowed to use assets from this file in any mods/files that are being sold, for money, on Steam Workshop or other platforms
- Asset use permission in mods/files that earn donation points You are allowed to earn Donation Points for your mods if they use my assets
Author notes
Note that all my texture/mesh assets come from other authors AbbaLovesYou, Mihail and QuentustheBosmer
File credits
Abbalovesyou kindly agreed to let me use assets from Playable Draugr & Extra Playable Skeletons, so as to allow some Undead Guardians to equip armour and weapons. This would have taken a huge amount of time without these assets and so I am very grateful.
Playable Draugr SSE at Skyrim Special Edition Nexus - Mods and Community (nexusmods.com)
I have used Mihail's Zombie, Scamp and Daedroth meshes and textures. He has a wonderful approach to asset sharing and has created a huge number of monster and enemy mods - check them out here:
https://www.nexusmods.com/skyrimspecialedition/users/37834630?tab=user+files
Thanks Mihail (again) and QuentustheBosmer who repackaged his textures/meshes to work as armour for his mod Playable Ancient Skeleton Armor https://www.nexusmods.com/skyrimspecialedition/mods/64668 - used for reinforced and mage skeletons.
Huge thanks to CorvustheFallen for helping me to clean the original mod, Undead Guardians, of unintentional dirty edits before I learnt to do so.Donation Points system
This mod is not opted-in to receive Donation Points
- Changelogs
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Version 2.51
- Dragon Priest Guardians
- Tweaked how the spells learnt
- both required spells can be got using quick start (expert for hostile DP and master for the spell to make unhostile)
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Version 2.33
- Fix for corpse mages and dremora warlocks spell use
- Dragon guardian requirements switched to 3 void salts + 1 frost salt (rather than 3 frost salts + 1 void salt)
- Dragon guardians now have a modified drain vitality shout in addition to frost based shouts
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Version 2.32
- Actually fixed now, including esp .... Third time lucky
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Version 2.31
- 2.3 was a dud upload (sorry) now fixed
- Added new combat style and class for skeletal, corpse and dremora guardians, inc. a mage and melee variant
- Due to above, mage guardians should be happy to use spells without weapons and will dual wield spells; they are also now very keen on staffs
- Due to the above, non-magical variants will be happy to use ranged weapons even when they have a melee weapon
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Version 2.23
- Extended the frozen dialogue bug fix to apply to guardians that use vanilla voices - hopefully making it it load order proof
- Made the naming conventions of the cheat weapons on Creative Mode consistent & reduced their weight
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Version 2.12
- Fixed a typo on the Coldhabour incantation spell
- Added more Creative Mode cheat weapons for sacrifices and fixed the existing enchantment
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Version 2.11
- All Guardians given immunity to fall damage, in case your large army size means they're accidently placed over the edge of the College of Winterhold bridge when you fast travel or something...
- Xbox version updated to 2.1
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Version 2.5
- Added dragon priests
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Version 2.4
- Dragon Improvement - if following and you are outdoors they can be summoned by the summon command (they appear above you)
- Dragon Improvement - Combat behaviour much improved (Ariel attacks)
- Dragon Improvement - Drain vitality shout has been buffed (perhaps too much - I may need to dial it back in a later update depending on feedback)
- Fix - Gargoyle resource requirements now correctly match descriptions
- Rebalance - Gargoyle and Daedroth Guardian unarmed damage buffed
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Version 2.3
- Guardians that can equip armour/weapons given their own class and combat style
- Spells humanoid guardians use now equipable in both hands
- For reason above - melee guardians should be more inclined to use ranged weapons if given them alongside melee; and mage guardians won't go h2h if no weapons equipped
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Version 2.1
- Bug fix - Dremora no longer resist equip spell (one of those fix-one-issue-create-another problems)
- Tweak - Daedroth Guardians now regen health in combat; this is their distinguishing feature
- Possibly controversial - Skeletal mages now cast fire magic and require fire salts to make; further differentiating them from corpse mages.
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Version 2.01
- missed a couple of form lists for new spell tomes - noticed seconds after last upload.
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Version 2.0
- Added Daedroth Guardians and the relevant incantation spell, sacrificial oil (coldharbour) etc.
- Added a small magicka penalty (cureable disease) for sacrificing weak NPCs to Mora
- Added new Dremora guardian race to conditions for accompanied by Daedra effect
- Improved Accompanied by Homuncli effect
- Reranked Incantation Spells (Deadlands apprentice, Coldharbour Adept, Apocrypha Expert) and Updated Quick Start
- Couple more small tweaks
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Version 1.9.9
- Dremora guardians heal out of combat as they should
- Deadlands incantation is now an apprentice level spell (and moved to apprentice level lists for conjuration sellers and quick start options)
- Deadlands incantation can now be completed with either a filled grand or black soul gem (on balanced mode)
- Deadlands Sacrificial oil will summon a Scamp rather than Dremora if the target is too weak or an animal etc.
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Version 1.9.8
- Hardcore mod mode added - Black/Grand soul gems required but not reclaimable from dead guardians
- Bug Fix - More appriroate conjuration XP for creating Refined and Ebony Gargoyles
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Version 1.9.7
- Added refined (adept) and ebony (expert) Gargoyle Guardians
- Added new option - Quick dead (as in as been killed) Guardian Cleanup (not enabled by default)
- Redesigned Options Menu
- Fix - accompanied by Homunculi works as it should with Gargoyles
- Reduced the size difference between lesser and greater Dremora
- Added the Gargoyle spell tomes to all appropriate quick start options (missed a few before)
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Version 1.9.6
- Potentially eliminated (more likely reduced - needs more playtesting) the lost on fast travel/load door bug for following guardians!
- Gargoyle spell tome priced appropriately
- Conjuration XP for creating Gargoyles brought inline with other apprentice level spells
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Version 1.9.5
- Added Gargoyle Guardians as next homunculi. Apprentice level spell. Available from necromancer's market, conjuration vendors (once you meet apprentice req.) as a rare vampire loot, and quick start from apprentice level up
- Flame guardian/spell changed from basic to apprentice level, frost from apprentice to adept, storm from adept to expert
- Attack sounds added for zombies, draugr, ghosts, skeletons and corpses
- silent 'hello' greeting added to zombies, draugr, ghosts, skeletons and corpses to get rid of frozen dialogue bug
- typo fixes
- Mannequin spell added to necromancer market spelltome list
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Version 1.9.4
- Boost to the amount of conjuration XP you receive for creating a guardian (higher boost for balanced mode than conquest due to the fact you create less guardians; no boost for creative mode)
- You receive a small amount of conjuration XP when your guardians attack. There is some scaling based on enemy level.
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Version 1.9.3
- Quick fix - magikca cost of mannequin guardians reduced appropriately
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Version 1.9.2
- Added first homunculi - living manakins (novice level spell, low ingredient cost) - added the spell tome to level lists and quick start options
- Added magic effects etc. for homunculi to be registered by mods such as NPCs React to Necromancy (viewed same as daedra summoning)
- Enabled out of combat health regen for zombies
- reduced armour rating on default reinforced and mage skeleton armours (added health to compensate) so they should be replaceable by anything rather than just heavy armour if you enable it in options
- by default reinforced skeletons and mage skeletons refuse to wear gloves/gauntlets as well as body (chest/leg) armour due to the large number of fingerless/bracer only models which cause mesh/texture issues.
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Version 1.9.1
- Bug fix - Previous update to skeleton race had meant they no longer applied the 'accompanied by undead' effect when following - this has been fixed
- Sped up zombies - slow zombies were kind of immersive but it's just too much of a pain getting them to follow and not be left behind IMO
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Version 1.9
- Reinforced and Mage Skeletal Guardians now come with default body (chest/leg) armour (Mihails textures/meshes repackaged for armour by QuentustheBosmer for Playable Ancient Skeleton Armor). You can still equip your own boots, gloves, helmets, jewellery etc. and if you enable equipping skeletal body armour in options, they will swap out their default armour for almost anything (as the armour value is low).
- Reinforced skeleton correctly registered as unique
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Version 1.8
- By default, skeletal guardians now refuse to wear armour on their body (but will wear on hands, feet, head). This is to minimize immersion busting issues when armour/clothing with gaps is equipped and normal human textures appear to fill them
- Related to above - new option in D&D Guardian Options Menu to toggle on ability to allow Skeletal Guardians to wear body armour for those who don't mind being careful to avoid armour with gaps
- Skeletal guardian height reduced to race average 1.0 and weight reduced to 0
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Version 1.7
- Big Change - Skeletal Guardians now visibly wear armour, use any weapons, and use 'Default animations' like corpse guardians
- Default health boost various Guardians have has been adjusted for balance reasons (corpse boost reduced, daedra boost increased, skeletal boost made consistently lower than corpses)
- Small change to skeleton spell descriptions
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Version 1.6
- Tiny fix - Mage skeletons no longer accidentally trigger consorting with undead just by being loaded (missed in 1.5)
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Version 1.5
- Bug Fix - Consorting with undead/daedra no longer triggered when loading but not interacting with atronach and skeletal guardians
- Appropriate resistances and effects applied to atronach guardians
- Reduced the height of corpses to a race-average 1.0
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Version 1.4
- Hunt & Destroy command improved - no more fleeing dungeons
- Summon script improved - more reliable
- Magicka cost of summon power reduced to 100, so still usable by those playing low magicka spellsword cultist
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Version 1.3
- Now fully compatible out of the box when used with NPCs React to Necromancy
- Following guardians provoke appropriate responses, and 2 minutes after commanding, summoning or reanimating guardians you will experience the same reactions even if they are not following
- Magic effect visible when Guardians following or you have recently reanimated them to indicate you will provoke these responses
- Storm and flame atronach offensive spells modified to end combat with teammates as with other Guardian spells
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Version 1.2
- Having Undead Guardians follow you will now prompt vanilla and NPC React to Necromancy NPC responses
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Version 1.1
- added the Advanced Guardian Command Spell Tome (Adept) to the Quick Start bundles (adept -> master)
- added a small height difference between lesser, standard and great dremora
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The Pitch
This is the successor mod of Undead Guardians
- Roleplaying a necromancer and disappointed you seem to be the only necromancer of renown unable to fill a lair with your undead minions?
- Are you a Daedric cultist willing to sacrifice man and mer in exchange for an army of daedra to support your conquest of Skyrim?
- Perhaps you’re a vampire who’d like the ability to guard your keep with gargoyles..
- …or maybe you’d just like a couple of atronachs to protect your mage’s tower?
- Would you like the ability to send your minions ahead to clear a location for you, rather than charging in headfirst while they nonchalantly follow from behind?
- Do you hope to create an endgame scenario where you have subjugated the populations of Skyrim with the aid of the dead and the daedra, now stationed at strategic locations across each hold?
All is possible with Dead & Daedric Guardians.
This mod aims to greatly expands both gameplay and role play opportunities for necromancers and conjurers with the addition of just a few spells, powers and resources.
Balance and immersion achieved with the high ingredient/resource requirements of constructing each minion, rather than limits on what can ultimately be achieved. These can be reduced or removed for those who are less concerned about being OP.
Overview
Create permanent undead or daedric minions which by default guard the location they were created (rather than automatically follow the player). They are unaffected by summon limits (you can theoretically have as many as you like) but require ingredients in addition to magicka to successfully cast. They can be commanded to follow and support the player (unaffected by follower/summon limits), or to independently hunt & destroy NPCs in a wide radius. However, for balance reasons, are neither protected nor essential.
All Guardians initially use a similar AI package to the Ash Guardian spell
- They will stand guard and protect the area that they were created
- They will protect the player and those closest to him (followers etc.)
- They remain in the location (cell) you leave them in permanently unless destroyed
However
- They can be commanded to follow the player (unaffected by follower/summon limits)
- They can be commanded to guard a new location (which they will not leave until commanded otherwise)
- They can be dismissed back to the location they were originally created, summoned or reanimated to stand guard there (they never forget this location)
- They can be commanded to hunt and destroy all enemy NPCs in a wide radius.
- Some guardians can equip weapons and armour you give them or carry items for you.
- Upon death, they will turn to ash, but drop a now empty black or grand soul gem (other ingredients and the soul are lost in the process)
All spell books are in the relevant levelled lists and can be bought from conjuration vendors once you have the prerequisite conjuration level.
Reading any of the spell books also teaches the Summon Undead Guardian (Follower) lesser power, which for a small magicka cost teleports all following Guardians in front of you
An AOE lesser power which commands all nearby Guardian simultaneously can be learnt by reading the Advanced Guardian Commands (Adept) spell tome.
Some spells and resources added by the mod can also be found hand placed on select, lore-friendly NPCs.
All spells can be purchased from a new vendor residing somewhere north west of Morthal.
Details
Getting Started
If you want access to the spells, you have four options:
1 - Conjuration vendors who will release them once you hit the appropriate conjuration levels as in vanilla
2 - If you want to start your game with some spells, use the Dead & Daedric Guardian Options lesser power and select Quick Start.
3- Head to the Necromancer's market. It resides on a little island south of the Blue Palace, just past the ruins of Folgunthur.
More about the market:
- All basic spells and resources can be reliably purchased.
- Advanced spells and resources available but what is in stock is not fixed.
- Possible to find advanced spells early in your playthrough with a bit of luck, but you will need a lot of gold to purchase and magicka to use
- Has a discoverable map marker
- For the lazy and/or curious, Console [spoiler] coc Folgunthurexterior02
4 - Direct your character to a few lore-friendly locations where you may encounter them organically
More info:
1. The Path of Corruption (Necromancy)
Spend some time in Windhelm, and you may be drafted in to investigate a murder. As you unravel the mystery, you stand to discover dark practices used by a desperate man. You may perhaps come to appreciate the more practical applications of such techniques.
2. The Path of the Mage (Ritual offerings)
The College of Winterhold makes no apologies for summoning daedra, within reason. Following the main quest line you will discover some former members happy to push the boundaries further
3. Mora's Servant (Sacrifice)
In the frozen wasteland to the North lives a servant of Hermaeus Mora who knows well how to commune with the prince.
4. Dagon's Fool (Sacrifice)
He may insist his interest in Mehrune's Dagon is purely scholarly, but he has been keeping one text close to this person rather than in his so called 'museum'.
5. Bal’s Challenger (sacrifice)
He communes with Molag Bal merely to insult him on behalf of Boethiea, but with the same incantation you may be able to stike a better deal with the lord of domination.
Types of Guardian
The Undead Guardians
Spirit & Zombie Guardians - Limited effectiveness, but require minimal resources
1) Ghost Guardian (Novice)
Without a physical body, this weak summon is most suitable for distracting enemies and scaring away locals.
Requires 1 filled black soul gem
2) Zombie Guardian (Novice)
For the novice, lazy or time-constrained necromancer, zombie guardians have always been an option. Sure, the reanimation process accelerates the physical decay, resulting in pungent, disease-ridden minions with limited mental faculties, but that makes them all the more effective at keeping away pestering locals. They also make very good meat shields.
Requires 1 filled black soul gem; spell must target a fresh humanoid corpse
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Skeletal Guardians - Require a full set of intact skeletal bones (10 pieces); much more effective than spirit or zombie guardians; can be equipped with weapons & armour (but will by default refuse chest/leg and hand armours - this can be enabled in options)
3) Skeleton Guardian (Apprentice)
A stronger minion built using the bones of the fallen and powered by the soul of a sentient being.
Requires 1 filled black soul gem and 1 intact skeleton (10 pieces)
4) Reinforced Skeleton Guardian (Adept)
A tougher minion built using the bones of the fallen with leather and iron structural reinforcements to the skeletal frame which is in turn fused with its armor.
Requires 1 filled black soul gem, 1 intact skeleton (10 pieces) 3 iron ingots, 3 leather strips
5) Skeletal Mage Guardian (Expert)
A Reinforced Skeleton Guardian which has been infused with magic, allowing for the casting of fire magic spells .
Requires 1 filled black soul gem, 1 intact skeleton (10 pieces) 2 iron ingots, 3 leather strips, 3 fire salts, 1 void salt
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Mummified Corpse Guardians - Require a fresh corpse to work on in addition to resources for mummification of said corpse (salt and embalming fluid); more durable than skeletal guardians; can be equipped with any weapon or armour
6) Corpse Guardian (Apprentice)
Prepare a corpse for mummification with salts and embalming fluid, before accelerating the preservation process with magic and reanimating the newly mummified (draugr) corpse.
Requires one filled black soul gem, 3 salt piles, & 1 bottle of embalming fluid; spell must target a fresh humanoid corpse
7) Strengthened Corpse Guardian (Adept)
Prepare a corpse for mummification with salts and embalming fluid, then wrap in linen and use special incantations to strengthen it, before accelerating the preservation process with magic and reanimating the newly mummified (draugr) corpse.
Requires one filled black soul gem, 3 salt piles, 3 linen wraps & 1 bottle of embalming fluid; spell must target a fresh humanoid corpse
8) Corpse Mage Guardian (Expert)
Prepare a corpse for mummification with salts and embalming fluid, wrapping the corpse in linen, and imbue it with magical energies, before accelerating the preservation process with magic and reanimating the newly mummified (draugr) corpse.
Requires one filled black soul gem, 3 salt piles, 3 linen wraps, 1 void salt; 3 frost salts & 1 bottle of embalming fluid; spell must target a fresh humanoid corpse
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Master Level Guardians
Undead Dragon Guardian - It's a dragon, it's powerful, & you're going to need dragon parts
9) Undead Dragon Guardian (Master)
A powerful protector built using the bones of a dragon and powered by the soul of a sentient being. If commanded to guard location, it will fly around the area raining death from the skies. It can also be commanded to follow (orbit around) the player anywhere outdoors, and should wait for its master nearby while he/she goes indoors
. (Do not create in an interior)
Requires 1 filled black soul, 10 dragon bones, 1 frost salt, 3 void salts
10) Dragon Priest Guardian (Expert/Master)
Upon defeating a dragon priest, you may take their phylactery. You may also find an ancient spell tome containing an expert spell to resurrect a dragon priest in a new corpse. By itself, this is not very useful, as the sentient dragon priest will only show its appreciation by attacking you. However, if you find the means to first subjugate the soul (master level spell) then you can create a very powerful guardian indeed.
Requires 1 ancient phylactery, 10 dragon scales, 3 salt piles, 3 linen wraps, 3 void salts; 1 frost salt & 1 bottle of embalming fluid; spell must target a fresh humanoid corpse
The Daedric Guardians
Atronach Guardians - Require a sacrificial offering
1) Flame Atronach (Apprentice)
100% resistant to fire and can cast fireball
Requires: 1 filled grand soul gem, 3 fire salts, 1 dragon tongue (flower) and a wolf pelt
2) Frost Atronach (Adept)
100% resistant to frost, large sized, great tank
Requires: 1 filled grand soul gem, 3 Frost Salts, 1 Frost Miriam (flower) and a ice wolf pelt
3) Storm Atronach (Expert)
100% resistant to lightning, casts lightning spells
Requires: 1 filled grand soul gem, 3 void salts, 1 death bell and a bear pelt
Seeker / Daedroth / Dremora Guardians - require you to sacrifice a man/mer while your weapon is coated with sacrificial oil (poison)
4) Dremora - If the inert sacrificial oil was imbued with the Deadlands Incantation (apprentice spell), upon killing the target of sufficient strength a Dremora will be summoned. Depending on the level of the victim, they will be a lesser, standard or greater Dremora. Greater Dremoras use destruction magic.
All Dremora’s can be equipped with weapon and armour.
Warning - If the sacrifice was too weak (below level 15) or an animal, you will disappoint Lord Dagon and receive only a scamp
5) Daedroth - If the inert sacrificial oil was imbued with the Coldharbour Incantation (adept spell), upon killing the target of sufficient strength a Daedroth will be summoned. Depending on the level of the victim, they will be a lesser, standard or greater Daedroth.
All Daedroth's can breath a powerful cold flame attack and regen health both in and out of combat.
Warning - If the sacrifice was too weak (below level 15) or an animal, you will disappoint Lord Bal and receive only a scamp
6) Seeker - If the inert sacrificial oil was imbued with the Apocrypha Incantation (spell), upon killing the target a Seeker will be summoned. Depending on the level of the victim they will be a lesser, standard or greater Seeker. Greater Seekers can summon additional lesser seekers in combat.
Seekers are faster than those typically found in game and have a powerful poison spell in addition to those typically possessed by seekers
Warning - If the sacrifice lacked the experience to sate Mora's hunger for knowledge (below level 15), he may feed on your own thoughts (curable magicka debuff). You will still receive a lesser seeker.
Homunculi Guardians
Require ingredients for construction and a grand soul gem (unless disabled in options)
1) Living Mannequin (Novice)
It's a living mannequin. It can be equipped with any weapon or armour, but is not very hardy and very weak to fire.
Requires: 1 filled grand soul gem, 3 firewood, 2 iron ingots
2) Gargoyle (Apprentice)
An animated gargoyle, a favourite of vampire conjurers.
Requires: 1 filled grand soul gem, 3 iron ingots, 2 corundum ingots, 1 moonstone ingot
3) Refined Gargoyle (Adept)
An animated gargoyle, constructed with more refined metals.
Requires: 1 filled grand soul gem, 1 iron ingot, 2 corundum ingots, 1 moonstone ingot , 3 Orichalcum ingots
4) Ebony Gargoyle (Expert)
An animated gargoyle, constructed with the finest metals and jewels.
Requires: 1 filled grand soul gem, 1 iron ingot, 2 corundum ingots, 1 moonstone ingot, 3 Ebony ingots & 2 Flawless Rubies
Creating Guardians
Soul Anchoring (optional)
By default, all guardians require one filled black or grand soul gem to create.
The Soul Gem, but not the soul, is the only ingredient to survive the destruction of a guardian and can be looted from the dust pile that remains.
Role play wise, this is what anchors the soul or daedra in place, so that these minions are not dependent on your presence or limited in number like other summons and reanimated minions you can create in game.
Game play wise, this requirement is the main balance mechanism which places limits on one's undead army and provides a sense of effort and progression to the process of creating it. It can be disabled through the options menu (see below).
Bone Harvesting
All skeletal guardians (with the exception of the dragon) require a fully intact skeleton and one filled black soul gem (unless disabled in options). A skeleton is made up of 10 pieces which can be harvested from corpses, be they fresh, draugr or skeleton. Not all bones are in good enough condition after you have bludgeoned or blasted their former owner to death, so you may have to harvest a few corpses to get a complete intact set. To harvest a corpse, you will need the following item or spell, which can also be purchased from conjuration vendors and may also turn up elsewhere.
1) Tool (1h Weapon) - Crude Corpse Harvester
Use on a corpse (be it fresh, draugror skeleton) to extract intact bones from the remains.
2) Spell - Harvest Corpse (Adept)
A spell for harvesting the bones of corpses (be they fresh, draugr or skeleton) as an alternative to getting your hands dirty with a Crude Corpse Harvester.
Mummifying
All corpse guardians require a fresh corpse and the resources to mummify it. This includes salt and embalming fluid. Embalming fluid is a new potion available in level lists and so from appropriate vendors. It can also be crafted at a cooking station. Requires one filled black soul gem (unless disabled in mod options).
Ritual Offerings
Atronach guardians can be coxed from oblivion with the correct ritual offerings. These include fire/frost/void salt and pelts from dangerous beasts. In addition, a Grand Soul gem is required to complete the ritual (unless disabled in mod options).
Enchantment
Homunculi Guardians can be created by constructing a physical form and animating it with magic. In addition the the resources required to create a physical form, a filled Grand Soul gem is required to power the Homunculi (unless disabled in mod options).
Live sacrifice
Daedric princes demand greater sacrifices to support your permanent binding of their minions. To do so you must first craft (at a cooking station) or acquire inert sacrificial oil then imbue it with power with the proper incantation, and finally apply it to a weapon. Strike down an enemy with the poisoned weapon to summon your new daedric guardian (seeker/dremora). The more powerful the sacrifice, the more powerful the guardian which will be summoned.
Unless disabled, incantations require one filled grand or black soul gem to imbue the sacrificial oil.
Resurrecting Dragon Priests
Dragon priests have prepared means for their resurrection in the hope that their servants or the unwise might bring them back in the event of their defeat. You can find an ancient spell tome on dragon priest corpses that will teach you the means of doing so (see mummifying) alongside the required phylactery.
This would be very unwise. However, if you first learn a master level spell ‘bind sentient undead’ you can bind the dragon priest while they are in their phylactery and then create a powerful guardian. This requires a grand or black soul unless disabled in mod options.
Guardian Commands
Basic Commands
Through dialogue you can command your guardians
* Command Guardian Follow
Commands targeted guardian to follow and fight for the player until dismissed.
*Command Guardian Guard Location
Commands targeted guardian to guard current location until dismissed or commanded to follow.
*Command Guardian Dismiss
Commands targeted guardian to return to their original guard location. (if you are far from these and immediately fast travel back, you may have to wait a few hours to give them a chance to catch up).
*Command Guardian Hunt & Destroy
Commands targeted guardian to hunt and destroy any enemy NPCs in a wide radius for 20 minutes or until another command is issued. This can be used to have guardians attempt to clear a section of a dungeon for you.
*Command Guardian Equip
Opens the targeted guardian's inventory allowing you to have them carry/equip items. Only available for corpse, skeletal and dremora guardians.
Note: Corpse & Dremora Guardians will equip any weapons and armour given to them. Skeletons will equip anything except body (Chest/leg) and hand armour, though this can be enabled in game options.
Advanced Commands
All advanced commands learnt after reading the adept level spell tome, Advanced Guardian Commands.
Upon reading the Advanced Guardian Commands (adept) spell tome you will learn a lesser power, Advanced Guardian Commands. This will allow all guardians in a large radius to be commanded simultaneously. It will also allow a new dialogue option with Guardians which will trigger the power.
* Command All Guardians Follow
Commands all guardians in a wide radius to follow and fight for the player until dismissed.
*Command All Guardians Guard Location
Commands all guardians in a wide radius to guard current location until dismissed or commanded to follow.
*Command All Guardians Dismiss
Commands all guardians in a wide radius to return to their original guard location. (if you are far from these and immediately fast travel back, you may have to wait a few hours to give them a chance to catch up).
*Command All Guardians Hunt & Destroy
Commands all guardians in a wide radius to hunt and destroy any enemy NPCs in a wide radius for 20 minutes or until another command is issued. This can be used to have guardians attempt to clear a section of a dungeon for you.
*Command All Guardians Massacre
Commands all guardians in a wide radius to hunt and destroy any neutral or enemy NPCs in a wide radius for 20 minutes or until another command is issued. This can be used to have guardians attempt to wipe out a town.
Note: If you are planning to let your guardians wreak havoc in a town, I strongly suggest you pair with a mod which modifies the behaviour of essential NPCs so your Guardian's are not defeated by invincible opponents. My personal recommendation is Andrealphus' Bleedout Revamp
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There are two other lesser powers learnt from this spell tome
*Mark Friendly
Use this on an NPC to mark them as a 'friend' to your guardians. This will prevent guardians from attacking this NPC when commanded to massacre NPCs. Use the command a second time to remove the mark. Note, this will may not work once combat has already begun.
*Mark Hostile
Use this on an NPC to mark them as a 'hostile' to your guardians. This will cause them to attack the NPC even if they otherwise would not (because they are an ally of the player for example). Note, this will cause the NPC to also become aggressive toward the player. Use the command a second time to remove the mark (note this may not be enough to end a conflict which has already begun).
Other Lesser Powers
The first time you read any Guardian spell tome you will learn the following lesser power.
*Summon Guardian (Followers)
Summons all Guardians currently following you. They appear directly in front of you. Effective in combat and if they are lost.
Optional Settings - Mod Modes / Quick Start / Dead Body Clean up / Skeletal Armour
You will start the game with a Dead & Daedric Options lesser power. If it does not trigger on mid-game install, reading any guardian spell tome will add it.
Mod Modes:
Balanced (Default)
As the mod is described on this page. In addition to any other ingredients, you need one filled black soul gem or one filled grand soul gem to create any Guardian.This makes creating Guardians at early levels a challenge and makes the creation of huge (game-engine breaking) armies only theoretically possible. In short, it provides a sense of balance, progression and achievement.
Note that with this mode enabled an empty black or grand soul gem will be reclaimable from the dust pile remains of a defeated guardian.
Conquest
Not every fun, immersive playthrough is a balanced one. Perhaps you want to go full lich king and take over Skyrim with an undead army; you might aspire to be the next Potema or Mannimarco. If so, this mode is for you. It removes the soul anchor mechanism, so you no longer need filled black soul gems to create undead guardians (except ghost guardians who have no other ingredient) or grand soul gems to make sacrificial offerings. This means you can turn every fallen man or mer into a zombie at the very least, or cut up just a few bodies to produce a more useful skeleton. Ingredient are now only needed to create your more powerful, elite force.
Note that if you you literally turn every corpse you encounter into a zombie, there may be implications for the size of your save file. Likewise, if you gather 1000+ Guardians in one place, you are going to be testing the limits of the game engine, even with actor limit fix etc.
Creative
Like Minecraft. No ingredient requirements - just have fun. You still need to point at corpses to create corpse guardians and zombies. You can use the incantation spells without any inert sacrificial oil to create as many Deadland and Apocrypha oils as you desire to get hold of seekers and dremora. Be careful not to break the game's NPC or AI limit!
Hardcore
Like balanced mode, a filled grand or black soul gem is required to create any Guardian, but an empty one is not reclaimable when they die. A mode for those who don't find balanced mode balanced enough.
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Quick Start
If you are roleplaying a character who would already know some of these spells, or just want to test them, select this and it will let you choose from a package of spells and resources based around whether you consider your character to be a novice, expert etc. in the field.
Note - they do not give you every resource required to cast every spell you will receive a spell tome for, but do give you enough resources to cast some straight away. Check your resources against the spell descriptions before casting or switch to creative mode if just testing.
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Dead Guardian Cleanup
By default, dead Guardians, or rather the ash pile they leave, behaves like the corpses of regular NPCs and are cleaned up (deleted) by the game on cell reset. This only happens when you don't travel to the cell in a long time, so can seem to take forever if it's you're lair where you regularly check back. You now have the option of enabling a quick clean up which occurs as soon as you leave the area (go through a load door or fast travel) . The only downside is you'll lose anything in their inventory you forgot to collect before leaving which is why it is not enabled automatically.
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Skeletal Armour
By default, skeletal guardians will refuse to equip body (chest/legs) and hand armours as when it has gaps, Skyrim insists on filling them with default human textures - not very immersive. If you are happy to carefully select which armour you give to skeletons (anything without gaps in it is good) then you can enable the ability to do so here.
FAQ
1) Does this change/affect the regular summon / reanimation spells?
No, they have not been changed. The idea being that the mod spells are a different kind of necromancy and summoning, ones which creates semi-independent minions who do not require the presence of the caster to maintain.
2) Is this compatible with...
Short answer - Almost anything.
Long answer - My mod edits a few vanilla vendor/death item lists to makes these spells and resources purchasable from spell vendors and lootable from enemies. This may cause an issue if you are using another mod which modifies the same level lists and are not using anything which patches level lists. (Wrye Bash can be download and used to do this https://www.nexusmods.com/skyrimspecialedition/mods/6837). If you don't patch these lists, then one mod will override the other's changes. If another mod did override Undead Guardian's changes, you could still find all the spells and resources from a non-vanilla vendor at the Necromancer's Market however.
Another issue would be if a mod removes or radically changes one of the ingredients for a guardian so it cannot be detected. GIST seems to cause this issue for grand soul gems.
3) Aside from the new daedric guardians, has anything changed from the original Undead Guardians mod?
Yes, bug fixes and quality of life tweaks which would take a really long time to list but definitely make it worth it to use the newer mod over the old one even if you only want to raise the undead. Skeletal guardians have been greatly improved.
4) Does this work with NPCs React to Necromancy or Skyrim Reputation?
- NPCs React to Necromancy works out-of-the-box, no patch required. Dialogue and responses are conditioned on the presence of the active magic effect that goes along with regular undead summons/reanimations. I have spoofed the magic effect when guardians are following, which is then removed when they are asked to guard, are dismissed, or die. Likewise, reanimating, summoning or interacting with guardians will provoke the same response for 2 minutes, even if they are not following you. Limitations - It will occasionally produce false negatives (NPCs won't notice your guardians) but this is to eliminate the chance of false positives (NPCs complaining about ones that aren't there) . You are unlikely to notice this in regular gameplay unless compulsively checking for the magic effect. This will self correct during combat, or can be forced by asking a guardian to follow again.
- Skyrim Reputation requires a patch available in the option files section. This allows the mod to recognise appropriate Guardian spells as Necromancy, adding to the 'Seen Necromancy Count' when performed in front of townsfolk. Using Skyrim Reputation alongside D&D Guardians will mean you have long-term reputational consequences for openly practising necromancy (which can be avoided by doing so covertly).
5) Is this really balanced? Just how strong are these Guardians that I can potentially create an army of?
Consider the balance factor of D&D Guardians from the perspective of alchemy rather than conjuration. You can theoretically invest a lot of time into gathering all the resources needed to make an army, storing them way somewhere safe until needed, just as you can hoard potions. You can then use that army to overcome a strong enemy or dungeon you would not be able to defeat without them, but you will exhaust your supply in the process (some will die) and will need to reinvest time into gathering the resources to rebuild.
6) I've been travelling with my favourite Guardians, I call them Jack and Jill, and then after I fast travelled around a bit I noticed they were gone. Did they die? Have they gone home? Where are they?
First step, use the Summon Guardian Followers lesser power and see if they show up.
You should receive a notification (top-left) when a guardian dies. One possibility is that you missed it and they died in battle. Try retracing your steps.
There is a vanilla Skyrim bug with followers (including dead thralls) where they get lost when you fast travel about too much. However, this has been fixed (or atleast made rare) for Guardians in recent updates.
If you really cannot find them and the summon command isn’t working try the following:
- save your game
- use the console command player.kill (which will kill your players, but trust me)
- use the summon command again once the game reloads.
7) Are guardians affected by perks or spells from [insert perk overhaul/spell pack here]
As far as the game is concerned, Guardians are:
- undead/daedra
- allies
- teammates (followers) when following
Perks or spells that only use one or more of these as conditions will affect them.
However, conjuration perks and spells aimed at summons/reanimations are typically set up with the condition ‘is command actor’ - which is used for regular summons/reanimations. Unfortunately, not being a commanded actor is essential to guardians working as they do.
The RP excuse for this is that Guardian spells are about creating minions which are semi-independent of you. Just as they don’t require your presence to be, they also don’t benefit from such passive powers.
8) Will using these spells / guardians level conjuration?
Yes, you receive a healthy dose of conjuration EXP when creating a guardian and a small amount whenever a Guardian attacks something.
Note the amount you receive for creating one is dependent on mod mode - most for Balanced/Hardcore mode, some for Conquest, none for Creative. The amount you receive for a guardian attacking is dependent on the level of what they are attacking.
8) The textures on head and body parts of my Corpse Guardians don't match up when they are wearing armour with gaps. Help?!
You are using a texture replacer for draugr, perhaps as part of package of textures, which makes them different enough from vanilla skins that the draugr skin put into the gaps of armour contrasts with it to a noticeable degree. If you don’t like vanilla textures, try DRAUGR at Skyrim Special Edition Nexus - Mods and Community (nexusmods.com) which is close enough to vanilla that you won’t notice, but still looks better.
9) Is this mod of any use for spell-word / low magicka characters?
Most high level guardian spells are pretty magicka intensive, but you can be a Daedric cultist, sacrificing living NPCs in exchange for Daedric Guardians with very little magicka. The logic being that you are relying of the power of the sacrifice and good will of a daedra lord to summon these guardians.
You can always lower the magicka cost of other spells with a mod like Proteus if you really want too.
10) Is this available on console?
It is available on Xbox.
11) Is this available on LE?
No, but I give permission to port it to anyone willing.
12) Does this work on both regular SE and AE a
Skyrim?
Yes, it makes no difference which you are using.
Troubleshooting
If the summon command doesn’t summon all guardians it should, save game and use the console command player.kill , killing your character and reloading the game. For reasons I won’t pretend to understand this fixes the issue. If the problem persists, then please make a bug report.
Other Notes
1) A note on casting
Guardians will look in the direction they were originally cast when guarding their spawn location (they are cast with their backs to you). So if you want a guardian to guard a chest, stand in front of the chest looking away from it and cast near your feet. It will now be standing in front of the chest looking out. The same applies for corpse guardians. Although the spell must target the corpse and they may move slightly to the left or right of its original location, they will spawn facing away from you.
2) A note on harvesting & reanimating
When harvesting a corpse using the spell or tool, the body is destroyed, but the inventory can be looted after the fact by activating the bloody rags which remain. When creating a zombie guardians, any non quest items disappear (this stops over encumbering you and your save file). When creating corpse guardians, the inventory of the dead NPC is automatically transferred to you, and their inventory will open for you to reequip the items if you so desire.
3) Massacre command beats Hunt & Destroy
You’d think creating a command to hunt and destroy enemy NPCs and creating a command to massacre enemy/neutral NPCs would be similar but due to quirks of Skyrim I had to go about these in very different ways. The end result is that massacre command leads to much more effective AI hunting behaviour than Hunt & Destroy. As such, if you’re in a dungeon and there are no neutral NPCs you’re worried about your guardians attacking, you’re best to use the massacre command.
4) Friendly Fire Protection
There are a few layers of friendly fire protection built into the mod.
Guardians are all scripted to ignore friendly fire from the player. Spells from guardians do not harm other guardians, the player, or anyone marked as teammate (all vanilla followers and most custom). If fights do break out, melee, ranged and spell attacks from guardians trigger a script that ends combat when they hit a teammate, fellow guardian or essential NPCs. Issuing any all Guardian Command should also trigger guardians to stop fighting each other.
It's still Skyrim though, and Skyrim can be weird. Summons of teammates can be a problem; the custom follower Remi's pet dwarvern spider, Scrap, likes to...uh... scrap with guardians (and everyone else!). Guardians may also take sides in fights between other mod added allies who have been set up in an unusual way. Still, this is one of the safest mods out there to have a large spell wielding party of followers.
Mods which compliment Dead & Daedric Guardians
Mods which let you become a lich because of course they do
Undeath Remastered + Classical Lichdom + Dragon Priest Fix - Behaviour Overhaul
-or-
The Path of Transcendence – Lichdom
NPCs React to Necromancy
Highly recommended - Increases immersion by having NPCs react very negatively to you sauntering into town with an army of undead. Giving you a reason to leave them back at your lair, outside the gates, or use more tolerated daedric summons. For more info on how this mod interacts with D&D Guardians see FAQ 4.
Skyrim Reputation (Patch required - see optional files)
Like above, leads to consequences for openly practising necromancy, but of the long-term reputational variety. I'd suggest using both NPCs React to Necromancy and Skyrim Reputation (+patch) for maximum immersion (you'll be hated/feared, or have a reason conceal evidence of your necromancy)
Disable Follower Collision (SE) / I'm Walkin’ Here (AE)
If you're planning on adventuring with 8 or so Guardians, or perhaps 5 Guardians, a follower and two regular Dead Thralls, then this mod is a must. Allows you to pass through anything that is following you, so you won't get stuck entering dungeons and homes with a large party . If you are using AE, then substitute this with I'm Walkin' Here, which achieves the same.
CC Zombies for Undead Guardians
If you have the CC zombie content and prefer their zombie model to Mihail’s that I’ve used, this patch will swap in the CC versions.
Mods which give you something you need guardians to defend a location against
- Organic factions + Organic Factions Extension
Set up a base somewhere that one of the undead unfriendly factions visit, such as ravenscorn spire, or try and take and hold one of their bases
- Conquest of Skyrim
Guardians can provide extra defense or help with assaults - reports are this mod plays very nicely with D&D Guardians
-Tundra Defense
make a base and expect semi-regular assaults
Player Homes
- BoneHawk Prison
A necromancer themes player home designed with Undead Guardians in mind.
https://www.nexusmods.com/skyrimspecialedition/mods/72186
- The Black Sepulchre
A suitable necromancer/vampire evil lair (player home) you could fill with guardians. (Credit to skunkjohnson for the recommendation)
- anything by SlimeSire https://www.nexusmods.com/users/84859838?tab=user+files
- Hearthfire Extended
It’s not advertised as such, but you can use the mod to move into a dungeon.
Vanilla+ perk & spell overhauls
Because these don’t themselves try to expand/overhaul necromancy the result of them + this mod is cleaner
Adamant, Mysticism etc.
(SimonMagus616's profile at Nexus mods and community)
Jaxonz Renamer
So that after you have ripped out Nazeem’s soul and put it in a Skeletal Guardian you can rename the Guardian Nazeem. (Credit to CorvusTheFallen for the recommendation)
Morbus Immortui - Revenancy
An alternative to a lich playthrough but of a similar vein, adds a new undead form/transformation (Credit to 12derp for the recommendation)
Command Undead and Lasting Undead
Why make your own undead when there are plenty of undying minions just lying around the place? (Credit to 12derp for the recommendation)
Store bodies in scrolls
Useful mod for moving corpses around ready for creating corpse guardians at a later time or different location to that they were killed (Credit to 12derp for the recommendation)
Dead NPC Body Cleaner Remover
There is a difficult-to-fix issue where if you harvest a corpse, then leave the area, then come back (reload cell) during the time period after the game has forgotten about the effects that 'harvesting' applies to the corpse, but before it has cleared up dead NPCs, you will see a miraculously regenerated, intact copse. It is not a gameplay issue (you cannot reharvest), but can be immersion breaking. This mod will eliminate the issue by speeding up how quickly corpses are removed from the game. (Credit to Custard 91 for discovering)
If you have recommendations for expanding this list please share
Mods which clash
The following mods have soft incompatibilities. In other words, they do similar things to this mod leaving some immersion breaking overlap.
Corpse Preparation – Most similar to this mod. Choose one or the other. It’s an older mod with more features, but with more limits on what can ultimately be achieved. While I have tried not to stray too far from lore and looked to in game texts for inspiration, this mod goes further by sticking religiously to necromancy as described in the in-game text which is its namesake, Corpse Preparation. My mod is lighter by comparison and I prefer my design decisions from a gameplay perspective, but I am obviously bias so feel free to check out both and decide which suits you.
The Dark Arts - This mod offers a full overhaul of the necromancy system, far beyond the scope of mine, but does not cover the core feature of this mod. It should work alongside D&D Guardians, and for some may feel like a natural partner, but you might find having two separate ‘harvest’ systems immersion breaking.
Ordinator
If you go down the bone collector branch of Ordinator’s conjuration tree, you will have two sets of ‘bone’ resources for the undead guardian and Ordinator skeletons. You can avoid that part of the perk tree or not use skeletal guardians to get round this.
Interesting NPCs
Anum-La (npc added by mod) is going to find herself in the middle of the Necromancer’s Market. She doesn’t seem to mind.
Actually incompatible
Nothing reported as of yet.
Credits
Abbalovesyou kindly agreed to let me use assets from Playable Draugr & Extra Playable Skeletons, so as to allow some Undead Guardians to equip armour and weapons. This would have taken a huge amount of time without these assets and so I am very grateful.
Playable Draugr SSE at Skyrim Special Edition Nexus - Mods and Community (nexusmods.com)
I have used Mihail's zombie, scamp and Daedroth meshes and textures. He has a wonderful approach to asset sharing and has created a huge number of monster and enemy mods - check them out here:
https://www.nexusmods.com/skyrimspecialedition/users/37834630?tab=user+files
Thanks Mihail (again) and QuentustheBosmer who repackaged his textures/meshes to work as armour for his mod Playable Ancient Skeleton Armor https://www.nexusmods.com/skyrimspecialedition/mods/64668 - used for reinforced and mage skeletons.
Huge thanks to CorvustheFallen for helping me to clean the original mod, Undead Guardians, of unintentional dirty edits before I learnt to do so.
My Other Mod
Immersive Bend Will - for Dragon Born / shout-focused play throughs