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Alexcbrazill

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Alexcbrazill

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About this mod

Adds some Dremora Summons to the game that require an upkeep and leave behind a body when they die.

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As of right now, I am struggling to find time and drive to work on this mod. I don't play Skyrim anymore, or at least right now, so this might be the final version if I get no more bug issues. Thank you to all of those that have waited this long. If you still have any questions or bugs, I will answer, or try to get the time to work on them.

NMM or Vortex Install Instructions: Press the Download with Manager button and install the way a mod would be using the mod manager.

Manual Install Instructions: Press the manual download button. When it finishes downloading, open the file with WinRar or WinZip. Extract all of the files into your Skyrim Special Edition directory. For example: "C:\Program Files (x86)\Steam\steamapps\common\Skyrim Special Edition\data". Make sure it's in the data folder of Skyrim Special Edition. Enable the mod through your mod manager or the data file section of the Skyrim launcher.

Update:
I've fixed the NMM "incomplete" issue that has been found. The issue was that it was a .rar file and not a .7z file.

Description
Recently I have come upon an interest in making spells and making summons in Skyrim. Because of this, I have been exploring the creation kit and trying a few things here and there. I have been interested in summons for a long time, but I didn't like how they just disappear when they die. This interest in summons expanded my curiosity to try to find a mod that satisfies my interest in that regard. I never found a mod that does this so I decided to create my own.

In this mod, I've added several spells to the game. These spells conjure Dremora with different combat styles. When these Dremora die, they don't just go back to Oblivion, their bodies stay behind like they would in any real circumstance in TES.

In TES lore, when a Dremora dies, they are reborn in Oblivion. This is because Dremora don't have souls, but they have a morphotype or "Vestige". I have always believed that when a Dremora dies, naturally, their body wouldn't suddenly go back to Oblivion, just their Vestige. I recently found out that this may not be true, but it's still a concept I enjoy nonetheless.

This mod includes the following spells:


Summon Dremora Churl: Summons a lowly Dremora Churl permanently. A Dremora Churl wields a Daedric Sword, a Daedric Bow, some Daedric Arrows, and a full set of Daedric Armor. A Dremora Churl is considered the lowest rank a Dremora can get and is the foot soldier in any Dremora army. These Dremora are leveled to the same level as any Imperial or Stormcloak soldier. Has 25 Magicka upkeep.

Summon Dremora Caitiff Archer: Summons a Dremora Caitiff Archer permanently. A Dremora Caitiff Archer wields a Daedric Bow, some Daedric Arrows, and a full set of Daedric Armor. A Dremora Caitiff is considered the second-lowest in rank in the ranking system used by the Dremora. They are considered the irregulars of any Dremora army. These Dremora are twice the level of the Churls. Has 50 Magicka upkeep.

Summon Dremora Caitiff Archer Guard: Summons a Dremora Caitiff Guard to sandbox and guard the area they are summoned in. Has 50 Magicka upkeep.

Summon Dremora Kynval: Summons a Dremora Kynval permanently. A Dremora Kynval wields a Daedric Sword, a Daedric Shield, and a full set of Daedric Armor. A Dremora Kynval is the equivalent of a knight and may be considered for leadership. They are tougher than the Caitiffs and the Churls and are 3 times the level of the Churls. Has 75 Magicka upkeep.

Summon Dremora Kynval Guard: Summons a Dremora Kynval Guard to sandbox and guard the area they are summoned in. Has 75 Magicka upkeep.

Summon Dremora Kynmarcher: Summons a Dremora Kynmarcher permanently. A Dremora Kynmarcher wields a Daedric Dagger and some Black Mage Robes and Dremora Robes and Dremora Boots. A Dremora Kynmarcher is the equivalent of a duke or a minor lord. They are generally weak in melee combat, but summon a Potent Flame Atronach, use a flesh spell, and generally keep distance with firebolt or (if the player is a high enough level) fireball. Has 75 Magicka upkeep.

Summon Dremora Kynmarcher Guard: Summons a Dremora Kynmarcher Guard to sandbox and guard the area they are summoned in. Has 75 Magicka upkeep.

Summon Dremora Markynaz (Lord): Summons a Dremora Markynaz. A Dremora Markynaz wields a Daedric Great Sword with a powerful Fire Enchantment and a full set of Daedric Armor (minus the helmet). A Dremora Markynaz would be the equivalent to Tamriel's Grand Dukes or Counts. They are a part of Mehrunes' council and are 4 times the level as a Churl. Has 100 Magicka upkeep.

Summon Dremora Markynaz Guard: Summons a Dremora Markynaz Guard to sandbox and guard the area they are summoned in. Has 100 Magicka upkeep.

Summon Dremora Army: This spell summons a total of 5 Churls at one time. A total of 125 Magicka upkeep.

Summon Dremora Guards: Summons 3 Kynval Guards, 2 Caitiff Guards, and a single Kynmarcher Guard to sandbox and guard the area they are summoned in. A total of 400 Magicka upkeep.

Summon Dremora Advanced Army: This spell summons 1 Markynaz, 1 Caitiff Archer, 1 Kynmarcher, 2 Kynval, and 3 Churls. A total of 450 Magicka upkeep.

Summon Dremora Guards with Lord: Summons 1 Markynaz Guard, 3 Kynval Guards, 2 Caitiff Guards, and 1 Kynmarcher to sandbox and guard the area they are summoned in. A total of 500 Magicka upkeep.

Wait Here: Sets the following Dremora army to wait at their location.

Follow Me: Sets the following Dremora army to continue following the player. (Would not recommend leaving them across Skyrim and then activating this spell. The results could be the loss of the army.)

Return to Oblivion: Sends the targeted Dremora back to Oblivion.

Return to Oblivion (All): Sends all of the summoned Dremora back to Oblivion

Return to Oblivion (Following): Sends all following or waiting Dremora back to Oblivion

Return to Oblivion (Guards): Sends all of the Dremora Guards back to Oblivion

None of these summons will count towards the summon count meaning that the player can, ultimately, have an army of Dremora at his or her disposal. The summons will not have the player's name followed by the summons name, meaning that it won't be labeled like this: "Alexcbrazill's Dremora Churl". Instead, it will be labeled like this: "Dremora Churl".

There is a non-upkeep version of this mod for those that want to have the ultimate Dremora Army following them around.

I did set the summons to have normal, generic, dremora loot, but they also drop their weapons too, making the player a little more powerful a little earlier on because they can equip daedric weapons sooner. I would change this, but then I'd have to change all of the daedric weapons, and that is just painful to do without affecting the normal player's experience. This also means that the player can effectively get rare ingredients (Daedric Heart) very easily. I should mention that they don't drop their armor, because... Well... I don't quite remember why. Something to do with outfits in the Creation Kit.

These spells can be found inside of Mehrunes Dagon's Shrine in a chest that is facing backward. This forces the player to complete the "Pieces of the Past" quests to get to the spells. I chose this prince because he is the Daedric Prince that most dremora are known to follow and the player has to be a level 20 character to get the quest, making the player less powerful than they would be with immediate access.


Future Plans:

Maybe putting a video of the mod in action into the description.
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