This mod has now been superseded by Dead & Daedric Guardians. I will leave Undead Guardians up, but even if you're only interested in necromancy I suggest switching over for the bug fixes and quality of life improvements.
Well, I’d strongly recommend you to use the successor of this mod, Dead and Daedric Guardians. If you also use the vanilla skeleton optional patch most skeleton replacers will work, though I’m not sure about that mod specifically.
Heya! I love this mod and this is a staple from my load order since I love playing necromancers. I was wondering: how could I go into making a patch for this and jayserpa's "NPCs React To Necromancy"? Because I love both mods, but it kinda breaks my immersion when kids run away screaming when they see my summoned skeleton, but no one bats an eye at my army of ghouls and zombies.
I’ve got a few days of time for active mod development atm and am currently working on the successor mod (see files). I agree a patch for this and Skyrim reputation would ideal but I don’t think I’ll honestly get round to making a patch myself until the summer at best.
Looking at the mod description, NPCs react to necromancy checks against the condition of ‘undead summons’. Technically, Undead Guardians are not ‘summons’ as far as the game engine is concerned - if an alternative condition of undead allies (or ‘teammates’ in Creation Kit speak) could be added by a patch then it should work.
I may have a quick look on creation kit and see if it’s an easy fix. If not no promises on anything soon.
Hi! Thx for the great mod! Finally some immersive in my necromancer playthrough!
I know this may sounds too much to ask but is it possible that you can add a feature which allow player to order these guardian to follow a specific target other than just player?
I understand that this may invole with some quests,package or even heavy script editing. I've try to use a spell to appoint which one they should follow, and I realize that to create a follow package I need more than just a spell...
Anyway, it helps a lot if you can make this happen :)
This has to be one of my most favorite mods and one of the mods that shapes my playthrough the most. After installing this now the thought of playing a Overlord/Necromancer/General Evil character without this mod feels like trying to eat boiled chicken breast without salt, wouldn't be good enough. And I just found out you can equip the more advanced zombies with weapons and armor ??? I swear my Skyrim time is basically me customizing my minions and placing them throughout my castle and/or towns and villages I occupied converted. I also have a mods that lets me teleport any NPCs to my location, so I'm pretty much having gladiatorial battles.
I saw that you sort of stopped updating this mod and since life is busy which is of course completely understandable but that does lead me to the question, what would you say is the current state of the daedra addon? can it be used in a regular plathrough or is it a bit too buggy/not finished for that?
Hey, so yeah life is busy. If things ease off I’m quite keen to get back into development, but can’t right now.
I’d say the daedra add-on version you can download in the file section is perfectly playable and actually better to use than the main file as it also fixes a minor bug with the summon feature. At present, it adds the following:
- elemental guardians which are created with resources directly (a bit like skeletal guardians)
- dremora guardians which are created by making sacrificial oil (at a cooking station), using a spell called ‘deadland incantation’, applying the now enchanted oil to a weapon as a poison, and killing a humanoid with it.
It’s not complete enough to be released as more than a WIP for two reasons:
- I’m still not entirely sure I’ve got the resource costs and relative power of these new guardians right. - I want at minimum to add seekers and lurkers as well
As far as I’m aware there are no bugs and this is the version I play with when I have a spare moment.
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Dead and Daedric Guardians at Skyrim Special Edition Nexus - Mods and Community (nexusmods.com)
Looking at the mod description, NPCs react to necromancy checks against the condition of ‘undead summons’. Technically, Undead Guardians are not ‘summons’ as far as the game engine is concerned - if an alternative condition of undead allies (or ‘teammates’ in Creation Kit speak) could be added by a patch then it should work.
I may have a quick look on creation kit and see if it’s an easy fix. If not no promises on anything soon.
I know this may sounds too much to ask
but is it possible that you can add a feature which allow player to order these guardian to follow a specific target other than just player?
I understand that this may invole with some quests,package or even heavy script editing.
I've try to use a spell to appoint which one they should follow, and I realize that to create a follow package I need more than just a spell...
Anyway, it helps a lot if you can make this happen :)
After Daedric Guardians, maybe Spriggan and Hagraven guardians? Maybe? Please? :D
it’s a while off though
After installing this now the thought of playing a Overlord/Necromancer/General Evil character without this mod feels like trying to eat boiled chicken breast without salt, wouldn't be good enough.
And I just found out you can equip the more advanced zombies with weapons and armor ??? I swear my Skyrim time is basically me customizing my minions and placing them throughout my castle and/or towns and villages I occupied converted.
I also have a mods that lets me teleport any NPCs to my location, so I'm pretty much having gladiatorial battles.
I’d say the daedra add-on version you can download in the file section is perfectly playable and actually better to use than the main file as it also fixes a minor bug with the summon feature. At present, it adds the following:
- elemental guardians which are created with resources directly (a bit like skeletal guardians)
- dremora guardians which are created by making sacrificial oil (at a cooking station), using a spell called ‘deadland incantation’, applying the now enchanted oil to a weapon as a poison, and killing a humanoid with it.
It’s not complete enough to be released as more than a WIP for two reasons:
- I’m still not entirely sure I’ve got the resource costs and relative power of these new guardians right.
- I want at minimum to add seekers and lurkers as well
As far as I’m aware there are no bugs and this is the version I play with when I have a spare moment.
also that is a really cool and unique way to summon the dremora, really makes it feel like you're summoning demons
There is no known compatibility issue with NFF