Skyrim Special Edition

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UserMingzi

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UserMingzi31

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About this mod

Create Undead Guardians that can remain as permanent guards of your necromantic lair or be induced to follow you at will. No summon/follower limits for Guardians, but (optionally) balanced by requirements. Note - This mod has been superseded by Dead & Daedric Guardians

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This mod has been superseded by Dead & Daedric Guardians 

















The Pitch

 

Roleplaying a necromancer and disappointed you seem to be the only necromancer of renown unable to fill a lair with your undead minions? Want an army of the undead to support you in your conquest of Skyrim? How about the ability to send your undead 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 undead, now stationed at strategic locations across each hold?  
 
All is possible with Undead Guardians. 
 
While this mod is relatively small in scope compared to other necromancy overhauls, it greatly expands both gameplay and role play opportunities for necromancers 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 with dedication to the necromantic arts. These can be reduced or removed for those who are less concerned about being OP.
 
 
 

Overview 

  

Version 3.0 Contains 9 conjuration spells that create permanent undead 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. From an RP perspective, the filled black soul gems each requires power the reanimation in your absence, leaving them independent of your magicka or presence once created. 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 orginally created 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 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 in one of two lore friendly locations, or purchased from a new vendor residing somewhere north west of Morthal. 
 

Details 

  
Getting Started 
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If this form of necromancy is key to your playthrough, there are three suggested routes to take with a new character in order to organically encounter the spells  and resources required to get started. 
 
1. The Path of Corruption* 
 
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 Necromancer 
As a committed necromancer, you know to head to the Necromancer's market  to procure the incantations and resources required in the pursuit of your art. It resides on a little island south of the Blue Palace, just past the ruins of Folgunthur. 
 
3. The Path of the Mage 
The College of Winterhold permits the study of necromancy, and following the main quest line you will discover some former members happy to procure less than willing living participants in pursuit of it. 
 
*My personal recommendation  
 
The specifics: 
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In addition to conjuration levelled lists, spells and resources can be found hand placed at: 
 
1. Hjerim in Windhelm  
 
2. Fellglow Keep (Mage Quest Location) 
 
3. Necromancer's 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 
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 coc  Folgunthurexterior02 
 
 
   
 
The Undead Guardians 
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Spirit & Zombie Guardians - Limited effectiveness, but require minimal resources  
 
1) Undead 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) Undead 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 most weapons (except daggers) and carry some items. 
 

3) Undead 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) Undead 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) Undead Skeletal Mage Guardian (Expert) 

A Reinforced Skeleton Guardian which has been infused with magic, allowing for the casting of frost magic spells. Slightly less armour than its melee cousin to allow magicka to flow freely.  Unlike lesser skeletal guardians, it is able to regenerate health and magicka independently. 
Requires 1 filled black soul gem, 1 intact skeleton (10 pieces)  2 iron ingots, 3 leather strips, 3 frost 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);  slightly more durable than skeletal guardians; can be equipped with any weapon or armour  and carry a significant amount
 
6) Undead 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) Undead 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) Undead 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. Unlike less corpse guardians, it is able to regenerate health and magicka independently.  Spell must target a fresh humanoid 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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Undead Dragon Guardians - 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 frozen 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, 3 frost salts, 1 void salt 
 
 
Soul Anchoring, Bone Harvesting & Mummifying Corpses 
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Soul Anchoring (optional)  
 
By default, all guardians require one filled black soul gem. Black soul gems can be found in the same places as in the vanilla game (necromancers, a shady character at the Mage's Guild, the Soul Cairn), and need to be filled by soul trapping (and murdering) a sentient being (men, mer, beastfolk). 

The Black 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 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. This 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. The recipe can be found or purchased where you might expect. 
Spoiler:  
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Two possible recipes for embalming fluid. Must use a cooking station rather than alchemy bench. 
 
Recipe 1 
- Swamp Fungal Pod 
- Imp Stool 
- Silverside Perch 
 
Recipe 2 
- Falmer ear 
- Skeever tail 
- Vampire dust 
 
 
 
Guardian Commands 
 
Basic Commands 
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As of version 2.6, basic guardian commands are given via dialogue with Guardians. Use as many times  and on as many guardians as you like. There are no follower limits and you can have different guardians fulfilling different roles. 

 
* 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 and skeletal guardians. 

Note: Corpse Guardians will equip any weapons and armour given to them. Skeletons will equip any weapon except for daggers or staffs. While skeletons will equip armour, almost all armour will be invisible when equipped and they do not have enough carry weight to hold much beyond a weapon and shield or 2-handed weapon.  

 
Advanced Commands 
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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
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The first time you read any Guardian spell tome you will learn the following lesser powers.

*Summon Undead Guardian (Followers)
Summons all Undead Guardians currently following you. They appear directly in front of you. Effective in combat and if they are lost.

*Undead Guardian Options
This is the options menu to select mod mode, see below.

 
 

Updating mid-playthrough  
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There should be no problem updating mid-playthrough, but if you have already learnt a spell from the mod, you should do the following to ensure you have the most up-to-date powers and clean away the old, out-dated ones:

  • If you have not read the spell tome Advanced Guardian Commands yet, get a copy of any Guardian spell tome (it may need to be a fresh copy, but it doesn't matter if you have already read it) and click on it in you inventory. You can console one - use help "undead guardian" to find the ID.
  • If you have already read Advanced Guardian Commands, get a fresh copy of this spell tome and click it in your inventory. You can console it - use help advanced to find the ID.

If you created male corpse guardians on version 2.6, you may find the first time you load a cell containing them after updating to the script that takes resources on creation triggers again. To avoid this load up and turn on Creative Mode, then go on a tour of your guardians. This will run the onetime script without you losing resources of them being killed after which you can switch back.  

If dialogue with Guardians is not working after an update, find a Guardian spell tome (any should do even if you already know it) and click on it in inventory. If it’s still not working, save game and use the console command player.kill which fixes the issue for some reason.

 



Optional Settings - Mod Modes
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The first time you read a spell tome for a guardian spell you will get an new lesser power called 'Undead Guardian Options'. Using it will allow you to switch between the three 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 to create any Guardian. This makes creating Guardians at early levels a challenge and makes the creation of huge (game-engine breaking) undead armies only theoretically possible. In short, it provides a sense of balance, progression and achievement.

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 guardians (except ghost guardians who have no other ingredient). 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 though. Be careful not to break the game's NPC or AI limit!
 
 

FAQ 
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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, one which creates semi-independent minions who do not require the presence of the caster to maintain.  
 
2) Is this compatible with... 
 
Almost anything, there are only two issues I can think of you might run in to: 
 
 
  • 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. (I think most mod organizers have this function inbuilt now, otherwise 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. 
  • The Guardians rely on several vanilla ingredients to construct. If a mod removes these ingredients (so that an item with that baseid no longer exists) then you will not be able to construct guardians which use the missing ingredients. The full list of vanilla ingredients used includes: black soul gems; iron ingots; leather strips; salt pile; linen wrap; frost salts; void salts; dragon bones. A mod that tweaks these ingredients should not affect undead guardians, just mods that remove them or radically alter them (changing from an ingredient to a misc item for example). 

3) The spells charge up but then don't fire! Is it broken? 
 

You are probably not casting them for long enough. The spells have deliberately long cast times (4-10 seconds depending on the spell). The casting animation may look done when the hand is in a grasping position,  but wait until it moves up slightly 
 
4) Can you make this work with daedra?  
 
Yes, and I intend to eventually make a daedra version, but I would like to focus on refining the necromancy mod first. There is already a good mod for daedra which achieves something similar using magicka upkeep rather than ingredients. Check out https://www.nexusmods.com/skyrim special edition/mods/25289 . It should work nicely alongside Undead Guardians if you want to have a lair guarded by both daedra and the undead, or an army of both.  
 
5) I play with Ordinator, and it’s messy to have two systems of bones for building skeletons... 

 
Although it’s awaiting an update, you will be able to use this patch Undead Guardians - Ordinator Patch at Skyrim Special Edition Nexus - Mods and Community (nexusmods.com) to remove Undead Guardian's native bone and harvesting system, and replace the bone requirements for skeletal guardians with those added by bone collector perk in Ordinator. Alternatively, use my mod as is and never select the bone collector perk. 
 
6) How big is this mod going to get? 

 
I will keep things Vanilla ++(+?) rather than going down the full necromancy overhaul route (like Corpse Preparation, the Dark Arts or Psikotics Necromancy Mod). That means avoiding function creep as best I can. 
 
As of version 1.6.2, I was satisfied this mod scratched the itch that drove me to make and I am really enjoying using it,  but there is still more I would like to do.  
 
Once I have added the things listed in the current ‘‘future” section below, I will  (probably) consider the mod complete and just tweak things as required from there. 
 
7) Is this really balanced? Just how strong are these Guardians that I can potentially create an army of? 
 
Consider the balance factor of Undead 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. 
 
I will continue to take feedback and play test to tweak things so as to better hit the sweet spot though. 
 
Details on guardian levels: 
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The Ghost Guardians are level 15 and designed to go down with one hit. They don’t do much damage, but their weapon has a fear enchantment.
Zombie Guardians are level 15 and cannot use weapons. Their unarmed attacks have been bolstered a little but they are mostly intended as meat shields.
 
Basic Skeleton & Corpse Guardians are level 25, 
The reinforced forms are level 30, 
The mage forms are level 35, 
The dragon is level 40. 
 
With the exception of the ghost guardian, they have all had their stats bolstered compared to the the equivalent enemies you would encounter at their respective levels (mostly to make them more durable). Corpse Guardians have more health added than their skeletal counterparts in the interest of lore, common sense and to reflect how much harder it is the gather the necessary resources, but it is a marginal boost.  Corpse guardians also use playable race animations (rather than draugr). This means that if you have a mod which affects NPC combat animations and behaviour, allowing bandits to dodge for example, they will have this behaviour. Mage and dragon guardians are the only ones which can regenerate health over time.
 
 
8) 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? 
 
As of version 1.7, you should receive a notification (top-left) when a guardian dies. While there's a chance you missed it, they probably aren't dead. As of version 1.9, there is a lesser power to summon guardians which will locate them if they are in a loaded world space remotely nearby. 
 
Unfortunately, there is a vanilla Skyrim bug with followers (including dead thralls) where they get lost when you fast travel about too much. They then sometimes turn up later (sometimes weeks later) after fast travelling. 
 
To minimize the chances of it happening, while you have guardians following, use the Summon Guardian (Followers) power to bring them to you before you fast travel or move enter/leave a dungeon. Some will still manage to get lost if you play for long enough, but you can always make more, and they will probably turn up at some point.  

If the summon command is not summoning everyone it should, save your game and then use the console command player.kill (which will kill your players, but trust me). Finally use the summon command again once the game reloads.

9) The textures on head and body parts of my Corpse Guardians don't match up when they are wearing armour with gaps. Help?!

This happened to me too at one point. You are using a texture/mesh replacer for draugr, perhaps as part of package of textures, which stores some of the upgraded textures in a strange place. Simple fix, download the texture/mesh replacer DRAUGR at Skyrim Special Edition Nexus - Mods and Community (nexusmods.com) which puts them all in the right place. This will affect all draugr in your came so hopefully you are not too attached to the textures causing the problem.

 
10) Can you make it so that skeleton guardians can visibly wear custom armour like corpse guardians? 
 
I was able to get it up and running with corpses because another mod author kindly agreed for me to use assets from their playable draugr mod (see credits), but I haven't found something similar for skeletons yet which I can get working.  To build this from scratch would take more time than I am willing to invest, but if a mod author comes along who has already created this functionality and is happy to share I will add it. At present, I feel it kind of 'works' not allowing them to wear armour and helps differentiate the two types of guardian so I am not too concerned about chasing this up.

11) Is this available on console? 
 
This is available on Xbox and the only console specific bug has now been resolved. There is no PlayStation version and it would not be possible to make one without drastically modifying the mod.

12) Is this available on LE? 
 
No, but I give permission to port it to anyone willing.

13)  Does this work on both regular SE and AE a
Skyrim?

 
Yes, it makes no difference which you are using.

 
 

Troubleshooting  
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Two issues that still pop up for some on the final version have the same simple solution.

If your Guardians are missing dialogue options or 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 both issues. If the problem persists, then please make a bug report.
 
 
 
Other Notes 
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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  

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 or corpse guardian, the inventory of the dead NPC is automatically transferred to you.  
 
3) Testing & Just Give Me The Spells Already 
If you would prefer to get hold of and/or test the spells immediately, typing help "undead guardian" into the console will reveal all. Give yourself the spell tomes rather than the spells directly, as not all of the spells should be cast directly by the player and are instead part of 'under-the-hood' scripted spell chains which make the mod work.  

3) Poison Resistance
All Guardians are 100% immune to poison and disease, so using offensive poison/disease magic works well alongside them. 
 
 
 
Mods which compliment Undead Guardians  

 
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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  + Dragon Priest Player Animation Hover Fly SE

  
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.   
 
If you want the game to be challenging enough that you ‘need’ guardians in order to survive, and don’t feel too OP even when using the conquest mod mode, then note that a combination of the full SimonRim suite, master/legendary difficulty, some high level enemy mods, and mods which make the game’s ‘big bads’, dragon priests and dragons much more powerful works for me. (SimonMagus616's profile at Nexus mods and community)
 
Disable Follower Collision 
If you're planning on adventuring with 8 or so Undead Guardians, or perhaps 5 Undead 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 . It's toggleable with a  console command so you can turn off when not needed. If you are using AE, then substitute this with I'm Walkin' Here, which achieves the same.
 
Hunterborn - Forbidden Prey SE 
If you want a much expanded corpse harvesting system, this mod adds such, integrating with the Hunter Born mod. Using it, you can harvest all sorts of resources from slain NPCs, including the bones used to make Undead Guardians so long as you use the patch available on the mod page (see patch in Optional Files). 
 
Andrealphus' Bleedout Revamp 
I love this mod for many reasons, but with respect to Undead Guardians, it stops your Guardians getting killed in futile battles with invincible essential NPCs. With this mod, when those essentials go down, they stay down (for a very long time, unless you heal them). This mod is essential if you want to go on a town-wide murder rampage, particularly if ou're using the hunt & destroy command outside of a dungeon, but it's useful even if you aren't planning to murder every NPC you meet.
 
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) 
 
Tundra Defense 
Reinforcing your defenses with Undead Guardians feels like a no-brainer. (Credit to Twig for the recommendation) 

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) 
 
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, 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  
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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 Undead Guardians, and for some may feel like a natural partner, but you might find having two separate ‘harvest’ systems immersion breaking. 
 
Ordinator (patch available) 
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 use this patch Undead Guardians - Ordinator Patch at Skyrim Special Edition Nexus - Mods and Community (nexusmods.com) to remove Undead Guardian's native bone and harvesting system, and replace the bone requirements for skeletal guardians with those added by bone collector perk in Ordinator. Alternatively, use my mod as is and never select the bone collector perk. 
 
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. 

 
  
 
Future  
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With version 3, this iteration of Undead Guardians is done (for real this time). I have started work on the big update which will introduce Daedra and a live sacrifice system. I may release a WIP version of this on this page, but will ultimately release as a new mod as it’s different-in-kind to this one. Undead Guardians will stay up permanently for those only interested in necromancy and I’ll get the Ordinator patch updated for it at some point.
 
 
 
 
Credits 
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Abbalovesyou kindly agreed to let me use assets from Playable Draugr, 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 meshes and textures, who has a wonderful approach to asset sharing https://www.nexusmods.com/skyrimspecialedition/mods/24526  
 
Huge thanks to CorvustheFallen for helping me to clean the mod of unintentional dirty edits
 


My Other Mod

Immersive Bend Will - for Dragon Born / shout-focused play throughs