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About this mod

Your favorite ghost-related dwemer creature mod is back! This adds in the old Dwemer Spectres for Morrowind, complete with multiple types, unique bosses with unique rewards, and stupid hats.

Permissions and credits
Throughout Morrowind, they walked, the shades of a once great race. These dwemer spectres haunted ruins all across Vvardenfell forever guarding their puzzles and treasures. Yet, curiously, their presence was absent from Skyrim. But no more. Once again, these spirits walk through their halls, annihilating any traveler foolish enough to cross their paths.
Dwemer Spectres, as the name suggests, adds Dwemer spectres from Morrowind back into Skyrim. Unlike the previous game however, they have a bit more going on with them, with multiple types and stronger versions appearing at higher levels.
Not only this, but scattered throughout remote ruins are unique spectre bosses. These haunts are far more powerful than their generic counterparts, but in return drop gears (and fabulous treasure, but mostly gears).

-Four new types of Dwemer spectre, guards, engineers, mages, crossbowmer (Legendary Edition only), and Tonal Architects.
-New spells and attacks for these spectres. Watch as they pelt you with gears, summon centurions to aid them, and employ fabulous contraptions to tear holes in spacetime and chop you into bits.
-Seven unique spectre bosses, dispersed throughout Dwarven ruins, waiting to kill you. Two are exclusive to the Legendary Edition.
-Seven unique rewards dropped from these bosses, with unique enchantments and abilities.
-Stupid-looking hats
-Over 315 gears

You have two choices. If you have Dawnguard AND Dragonborn, take the Legendary Edition, which has additional DLC-specific features. Extract the files contained within wherever you wish, then copy them over to your Skyrim/Data folder. The mesh sections will overwrite or merge with the relevant files. After this, activate the Dwemer Spectres.esp or Dwemer Spectres Legendary.esp plugin, and play.
Dwemer spectres will first start appearing around level 8, while the highest level ones, the Tonal Architects, will begin to appear around level 35. Bosses however can be found at any time, though be aware they are quite strong (about the same strength as a Dragon Priest).

Compatibility and Troubleshooting___________________________________________________________
This mod modifies the levelled lists for dwemer spiders and sphere automatons. Any mod that modifies those WILL conflict unless merged it Wrye Bash. In addition, this mod modifies several dwemer ruins, though no conflicts have been observed so far.
This mod is compatible with Skyrim Immersive Creatures, provided one disables the spectres there via its MCM.

Special Thanks__________________________________________________________
To volvaga0,for the use of his Dwemer goggles.
To rahman530, for the use of his dwemer mage robes.
To Mahty, for his backpacks.
To InsanitySorrow, for his mace.
To Anuiel, for their beards.
To Riddle, for helping with the Aethernaut helm.