About this mod
This mod makes skeletons stronger by emulating their combat traits in Oblivion and other TES games. ESPFE
- Requirements
- Permissions and credits
- Changelogs
Remember the days of entering a dungeon and thinking "oh no, it's a skeleton" instead of seeing one and thinking "oh good it's just a skeleton?" Skyrim's Skeletons are pretty boring. They're basically just weaker, reskinned draugr, so I've decided to give them a gamplay overhaul to make their gameplay more like they were in Oblivion.

"This is getting out of hand, now there are two of them!"
CHANGES:
- Skeletons now have ranks ("basic," Guardian, Hero, Champion) mirroring the ranks they had in Oblivion, which also makes them more on par with Draugr.
- Skeletons have leveled gear depending on their rank and class, up to glass quality similar to Oblivion, though the highest rank of gear will still be relatively rare.
- Melee skeletons will carry a different type of weapon depending on their rank. (Basic=war axe, Guardian=Mace+Shield, Hero=Battleaxe/Warhammer, Champion=Greatsword)
- Skeleton Champions usually wear armor, while weaker ranks usually don't (except in some Dawnguard dungeons).
- Skeletons no longer have glowing eyes. They didn't in Oblivion, and I don't personally care for that visual. Draugr will still have glowing eyes unless you have another mod which removes it for them.
- Skeleton Champions can summon another skeleton. The skeleton they summon is leveled too, not exactly pushovers. (Known issue: Champions won't use the spell if wielding a two-handed weapon)
- Necromancers, Vampires, and Conjurers will have a chance to spawn with Summon Skeleton spells and their corresponding spell tomes so that you can learn the spells yourself, all distributed by SPID. Necromancers are the most likely to spawn with the spells.
- A few guaranteed spell tomes have been distributed via SPID around the map in case you get unlucky and never drop them from NPCs. Hint: Spoiler:ShowSearch for already dead necromancers, warlocks, and vampires.
- Does not touch Bonemen from Soul Cairn or Corrupted Shades from Meridia's quest.
- BONUS MEME: Skeletons now also have a perk which reduces the physical damage they take from blade weapons and arrows, and increases the damage they take from maces and hammers, inspired by Daggerfall and this mod by fireskull89. I didn't make it quite as punishing as that mod or Daggerfall, however.
REQUIREMENTS/COMPATIBILITY
- SPID is a soft requirement. It isn't required for the mod to function at its core, but it is required if you want the Summon Skeleton spell and its spell tomes to be distributed to Necromancers/Conjurers/Vampires. If you have SKSE installed and don't already use SPID, what are you even doing?
- Should be compatible with pretty much any mod that doesn't also edit vanilla skeleton NPCs or the Skeleton race.
- Beast Skeletons is probably not compatible without a patch. At the very least, the changes I've made probably won't carry over to them without being patched anyway.
- High Level Enemies Redux is not compatible without a patch.
- Any mod which directly retextures or remodels the vanilla skeletons should be compatible, because I haven't changed any textures or models (whether or not their eyes glow is based on a spell in their race information).
RECOMMENDED MODS
- Skeleton Replacer HD - by PraedythXVI, the remesh pictured in all the screenshots on this page.
- Armoured Creatures - by LahmedS
- NECROME -Skeletons Sounds Rework- - by Satafinix
- Undead summons emerge from the ground - by Kurasa25
- NPCs React To Necromancy - by JaySerpa. With both these mods installed, NPCs will react to you summoning a skeleton as necromancy.
MY OTHER MODS