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Diverse Guards for Skyrim - Version 4.9

As with Oblivion, it seems that the job of being a City Guard or soldier is
mostly only available to males (the curious exceptions being Windhelm and
Riften). Furthermore, if you use a mod that opens the faces of guard helmets,
you probably could not help but notice that many of the guards are the same.
If you like a bit more diversity amongst those charged with keeping the
peace, this mod may be for you.

What this mod does is almost double the stock of basic NPCs that the game uses
when it wants to spawn a new guard or soldier. Furthermore, it makes sure
that the stock of guards used for Solitude, Markarth and Whiterun (and other
guards and soldiers in holds aligned with the Imperial faction) actually
contain some female NPCs.

If you are also using my Diverse Muscle Tones mod, you can use an alternative
plugin to give the new NPCs a toned muscular appearance, as if they do lots of
training and working out.

There is currently little racial diversity, and actually I don't think there
ever will be more - the Oblivion version of this mod did have optional racial
diversity because Cyrodiil felt a much more cosmopolitan place, whereas
Skyrim definitely feels as if non-Nordic guards would be out of place (the
possible exception being an Imperial or two in Solitude, perhaps).

Upgrading from Version 4.5 - THIS IS IMPORTANT

If you have been using the Dawnguard compatibility patch,
SPTDiverseGuardSkyrimDGPatch.esp, you MUST disable it. Dawnguard compatibility
is handled in a different way in version 4.6, by providing different variants
of the main plugin with Dawnguard support integrated in.

Similarly, if you are using the Diverse Muscle Tones, you may wish to consider
using the version of Diverse Guards Skyrim that has DMT support integrated into
it rather than the patch. However, this is not essential (just advised).


please make sure that you delete all of these files, if any are present:
'..\Data\Meshes\actors\character\FaceGenData\FaceGeom\Skyrim.esm\000AA8D8.NIF' and

IF YOU ARE UPDATING FROM A VERSION PRIOR TO 4.0, please make sure that you
delete '..\Data\SPTDiverseGuardsSkyrimResources.esm' before installation,
if it is present.

(If you are using the loose files version, please consider moving to
the BSA archive version instead - it makes updates much easier and there
may well come a time when this mod will only be distributed in BSA form.)

Copy the contents of the archive into your Skyrim installation directory
(typically '..\Steam\steamapps\common\skyrim') - although you don't need to
copy this Readme.txt file across if you don't want to. When you have done
that you need to activate the mod in the Skyrim Launcher by making sure a
tick is next to 'SPTDiverseGuardsSkyrim.esp'.

Unless explicitly instructed to, there should be no need to uninstall a
previous version and make a clean save before installing a new version. If
asked if you want to replace an existing file, say yes. (This is another
reason to use BSA archives. Have I mentioned you should be using BSA archives?
You should be.) Sometimes, however, glitches may occur during updates - see
the section below for details.


You should be able to delete (or just disable) the plugin, but read the
section on glitches below ...


After uninstalling this mod, or even possibly after updating this mod from
a previous version, you may find naked headless immobile corpses drifting
around, apparently following guard patrol schedules. They look kind of
hilarious, but I suspect you may find them a bit immersion-breaking. To
deal with them go up to one and then enter the console, click on the body
with the mouse and type "recycleactor", then leave the console. This should
cause the body to disappear. If the guard was a "post" guard (ie, standing
at a particular location), then a new guard will spawn in its place
immediately. If the guard was patrolling, it will probably reappear at
its spawn point. It will still probably be naked, but will have a head
and be animated. It will get around to putting some clothes on in
due course, usually if you re-enter the cell after leaving it.

Technical Notes

The way Skyrim organises its NPCs makes this mod much, much more
straightforward to implement than my old Oblivion version was. All I needed
to do here was create a few new basic NPCs and add them to various leveled
lists. The downside here is that guards that are already spawned will remain
as they were, so you have to go somewhere new to see the effect immediately,
or wait for a month in-game for the NPCs to be respawned (or you could just
kill the existing guard NPCs). If using the console isn't too
immersion-breaking for you, you can force a guard to be respawned with
"recycleactor", as described in the glitches section above.


This mod should be fully compatible with mods that change guard outfits
because NPCs and what they wear are very decoupled in Skyrim. There may
be some compatability issues with mods which also edit existing female
guard and solder NPCs, but hopefully in time tools like Wrye Bash will
sort this out. Mods which just modify the guard and soldier leveled
lists should already be compatible if you are using Wrye Bash, but
make sure that SPTDiverseGuardsSkyrim.esp is tagged as Delev in
Wrye Bash (if you are using an up-to-date BOSS, this should happen


Bethesda Softworks, for the game and Creation Kit.
Figment and Timeslip, for TESVSnip.
Navetsea, for gracious permission to use their wonderful muscular female body
normal maps in past versions of this mod

Release History

2012-02-11, 1.0 - Initial release.
2012-02-19, 2.0 - Merged in-place, non-in-place version, added more more
guard NPCs overall, added support for toned muscular female guards.
2012-02-24, 2.1 - Fixed two pairs of guards having the same faces, extended
the diversity to the imperial soldier faction, added support for existing
female stormcloak guards and soldiers to have toned muscles.
2012-02-26, 2.2 - Fixed silly mistake causing some changed guards to
disappear, included facegen information for changed guards.
2012-03-04, 2.3 - Some of the new muscular female races were erroneously
set to playable.
2012-03-30, 2.4 - Fixed packaging errors with facegen data, streamline
plugins, split downloads for ease of installation (not formally released).
2012-04-05, 3.0 - Renamed plugins more appropriately, moved new NPCs into
master file to get skin tones right, greatly simplified implementation
of muscular females.
2012-04-21, 3.5 - Added even more new guard and soldier NPCs, for even more
visual variety, add readmes to the deployed packages.
2012-05-26, 3.6 - Hopefully fix the Dragon Rising silent messenger problem
once and for all.
2012-06-02, 4.0 - Merge resources into the plugin, no mute quartermasters.
2012-06-26, 4.1 - Deprecate built-in muscular females.
2012-10-18, 4.2 - Plugin cleaned, removed ITM records.
2012-10-22, 4.3 - Fix minor errors with a couple of Stormcloak guards.
2013-03-17, 4.3RT - Realistic Teeth variant.
2013-04-20, 4.4 - Prevent Whiterun guards dispatched to Riverwood from being
female, as there is no dialogue for them.
2013-07-12, 4.5 - Prevent a few more Imperial soldier NPCs from being female,
due to lack of dialogue.
2013-10-23, 4.6 - Replace Dawnguard patch with alternate versions of the main
plugin with Dawnguard changes integrated.
2014-03-01, 4.7 - Add a couple of Orcs to the stock of Imperial soldiers.
2014-03-29, 4.8 - Tweak voice-types. Hopefully fewer unresponsive soldiers now.
2014-07-06, 4.8a - Incorporate a USKP fix
2014-10-11, 4.9 - Whiterun siege guards should only be Nords.
2014-10-25, 4.9b - Avoid vanilla Dawnguard dialogue bug with female stormcloak
Dragonbridge guards.
2014-12-06, 4.9c - Correct a few issues (mainly in the DMT support, but elsewhere
too) uncovered when checking for compatibility with the latest USKP update.