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Dead and Daedric Guardians
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Version4.72
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This page was last updated on 11 August 2024, 9:49AM
- Changelogs
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Version 4.72
- Lowered magicka requirement of heal minions spell
- Fixed an incorrect resource requirement for greater daedroth on conquest mode
- Removed any reference to shared actor keywords to hopefully remove potential of weird compatibility issues.
- Relabeled the ‘wait’ and ‘guard’ command to make it clearer what each is.
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Version 4.7
- You can now adjust the rotation and height of workbenches you have placed (hold activate)
- Fix, less like to get pushed under the floor when placing a Necromantic Altar indoors
- Fixed a few of the assault NPCs who were taking too long to become aggressive toward Guardians during base attacks.
- Note - there is now an Adamant patch in optional files if you are so inclined.
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Version 4.6
- Fix - adept spell tomes should now appear in vanilla conjuration sellers inventories.
- Slightly increased chance of finding Novice Level texts on dead warlocks/necromancers
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Version 4.5
- Base assaults now always start from an exterior cell, even if your workbench is in an interior. They will attack when you step outside and should move into the lair if they have defeated exterior guards and cannot find you.
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Version 4.4
- Fixed missing vanilla draugr textures
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Version 4.3
- Fix - Novice level books should now consistently appear in conjuration vendors stores
- Enemies attacking your base are now less likely to get stuck inside mountains, walls etc.
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Version 4.2
- More ways to increase chance of being attacked: creating guardians (a modest amount); Guardians attacking innocents ( a small amount per hit); using the Massacre Command (a lot). Still resets after each attack.
- After successfully seeing off your first assault, you second of the same type will be larger and more challenging.
- Not really an update - but check out Xtudos patch for DnD Guardians and the new Draugr textures
- Minor text edits
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Version 4.1
- Fix - Incantation's for Sacrificial Oils should work again. I forgot I changed the Form ID - sorry
- Not sure if it has affected anyone on PC, but at least one user on an older Xbox was having issues with an audio sound looping, so I have swapped it for something else.
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Version 4.0
- Complete overhaul of how Guardians are created. Requires a new game.
- Create workbenchs (Necormantic Altar, Summoner's Circile, Homuncili Enchanter) to make guardians.
- Provoke assaults on your lair
- Carry Corpses on your back in a sack
- Much much more
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Version 3.57
- Fix for occasional bug where guardians would get stuck in sneak state. Now giving them any command aside from follow will force cancel sneak.
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Version 3.56
- Subtle improvements to effects/sounds when creating most guardians
- NPC’s won’t occasionally make comments about Homunculi or Daedric guardians being wolves
- Sacrificial Oil and some resources useful for making it are now a rare drop from warlocks/conjurers, bringing it inline with embalming oil which was already a rare drop from draugr
- When Guardians are following, you now get an intimidation buff to offset the reduction to your pickpocket and sneak skills somewhat (and hate you receive if using NPC'S React to Necromancy)
- reduced magicka cost of summon power to same as basic guardian spells
- corrected some minor typos in the options menu
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Version 3.53
- Heal Minion (non-aoe) now is a concentration spell and has better FX again
- spell tome for strengthened corpse now properly named 'reanimate' rather than 'construct'
- more tweaks to how the friendly fire protection works
- price of healing spells reduced
- added a new recipe for sacrificial oil so there are three as with embalming fluid.
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Version 3.49
- removed some decorative items from Necromancer's Market that caused rare crashes for some users
- shortened zombies
- improve heal effect fx
- guardians auto cancel combat with essentials on hit now only if player is not in combat
- standardised text descriptions
- Put a fail-safe in a script which probably only matters for Xbox users, but may help if you use a lot of script heavy mods.
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Version 3.46
- New Spell - Added a Heal Minions (AOE) spell. It's expert level. Tried to make it useful and fun to use without being too over powered. May tweak later
- Tweak - Patrolling guardians no longer patrol with weapons drawn (looks better)
- Fix - Heal minion spell tome name now matches the spell
- Fix - the single guardian wait command instructs wait rather than guard behaviour as it should
- Fix - patrolling guardians will no longer stop to do some light reading
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Version 3.45
- Corpse Guardian creation - Now when creating corpse guardians, you don't automatically pickup the dead NPC’s inventory, but they can be looted after the fact using the bloody rags that remain (like with after harvesting a corpse)
- Bone Resources - tweaked the name of the bone resources so it's easier to see if you have a full set at a glance
- Auto Open Inventory: Sped up auto opening up inventories on newly created corpse/skeleton/dremora guardians when not using default armours/weapons mode
- Guardian V essential NPC protection now takes the form of an extended fear affect when they essentially defeat them, rather than calm, as this felt more in keeping with the theme.
- Last updates until new guardians and features with version 4.0
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Version 3.44
- Mage Outfits - swapped the hood used in the skeletal mage outfit and the (optional) default corpse mage outfit to one which does not clip with the armour.
- Dragon Priest Guardians - Removed the whirlwind cloak spell as it rarely worked correctly but was always cast.
- Tweak - Renamed 'Heal Undead' to 'Heal Minion' to reflect the fact it affects daedra and humonculi too. Also increased the health restored, cast time and magicka cost.
- Fix - Updated Deadlands Incantation spell description to match the actual reqs.
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Version 3.43
- New spell - added an adept level heal guardian spell
- Friendly Fire Protection Change - changed how the protections work when guardians fight essential NPCs, so it doesn't interfere with a few key quests where you are supposed to fight and force bleed out on NPC bosses
- Fix - orange eye FX for female corpse guardians
- Fix - couple of typos and text which was too small in descriptions
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Version 3.42
- updated the default zombie textures and meshes to Mihail's V3 models (CC Zombies for Undead Guardians still works and is recommended)
- When you create basic zombie guardians, 'bloody rags' are now left over which you can loot after the fact (like when you harvest a corpse)
- Fix - the harvest tool/spell no longer have a chance of awarding you with flesh or hearts if used on skeletons.
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Version 3.41
- replaced the default armours for draugr to use rusted iron options from Playable Ancient Skeleton Armour
- nerfed the default daedric armour and weapons given to dremora guardians a little
- added more default armours to reinforced and mage skeletons, using assets from Playable Ancient Skeleton Armour (which they come with regardless of whether you enable default weapons & armours)
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Version 3.40
- option for skeleton/corpse/dremora guardians to spawn with default weapons/armour
- improved patrol command
- boosted health of ghost guardians a little
- switched the silverside perch ingredient from embalming oil with more common nightshade
- made corpse guardians thinner and darkened the skin textures that fit into armour gaps so these don't stand out as much against draugr texture replacers (which typically go darker) while still working with vanilla
- removed 'dismiss' command which wasn't working properly and replaced with wait command (passive alternative to guard)
- expanded the quick clean up option to include bloody rags left over from harvesting corpses
- fixed harvested bodies reappearing after leaving and reloading an area
- fixed the Mannequin Guardian spell description so text isn't so tiny
- fixed ghost and zombie guardian spell tomes not being available for sale from vanilla conjuration vendors
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Version 3.36
- Bug fix - the friendly fire stop-combat protection works when guardians are not following again
- the friendly fire stop-combat protection has been expanded to include summons/reanimations belonging to followers
- dragon priest guardians ward spell removed as they spammed it unintelligently
- added a patrol command (this is just a sandbox package atm, i will aim to improve it later)
- Gave the dragon priest the ability to banish enemy summoned daedra
- tweaked the default dismissed/newly created state to make it less aggressive to neutral NPCS, while the guard command will now exclusively provoke warn and attack behaviour against neutrals
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Version 3.35
- Bug Fix - Bind Sentient Undead spell tome should now be available for sell once you have done the College Master Conjuration Quest.
- Removed some annoying sounds attached to mod added spells.
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Version 3.34
- Properly fixed the instant kill bug
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Version 3.33
- Closed a loophole that meant you could cancel the active magic effects for following guardians by asking one of a large group to guard/dismiss them.
- Added an option to disable the new following guardian penalties to sneak and pickpocketing
- Hopefully fixed a rare bug which caused at least one user to die when they asked guardians to follow
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Version 3.32
- Overhauled how the new pickpocket/sneak reduction introduced in 3.30 works to eliminate it occasionally bugging out and doing strange things when giving commands. - Update strongly advised!
- All active magic effects flagged with no-recast, should optimise performance a little when performing AOE commands.
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Version 3.31
- Bug Fix - Mannequin Guardians correctly require a filled lesser soul gem, rather than grand soul gem, on balanced and hardcore modes.
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Version 3.30
- Updated the ingame mod modes description to reflect changes to soul gem requirements in last update.
- Added a reduce pickpocketing and sneak effect to having guardians follow you (or within 2 minutes of being dismissed) to provide an immersive-ish gameplay reason not to take an army with you when doing sneaky missions where it just seems silly.
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Version 3.20
- On balanced/hardcore mode - Mannequins only require a filled lesser soul gem; flame atronachs and gargoyles a filled common; & frost atronachs and refined gargoyles a greater
- Spell descriptions and quick start options updated to reflect change above
- Daedric guardians created through live sacrifices now have a even chance of dropping a grand or black soul gem on death (as both can be used in the incanations)
- Harvest spell sound fixed (no longer sounds like a hammer) as well as a typo in the spell description
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Version 3.11
- Bug Fix - skeleton guardians trigger 'interacted with undead' effect again when commanded (accidental removed this race condition in previous update)
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Version 3.1
- Significantly improved red eye FX for corpse, dragon priest and skeletal guardians (now on par with the original blue eye FX)
- Added orange and green eye FX options
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Version 3.0
- Added master level Coldharbour Daedra - Daedroth Matriach - acquired by sacrificing priests once you have completed the pre-requisite sacrifices to unlock it.
- Fixed male red eye FX so glow no longer comes from mouth as well as eyes
- Player now in a faction friendly to guardians as well as them in one friendly to you (no edits to vanilla player faction)
- small tweaks and rebalancing
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Version 2.96
- Added Mihail's Havocrel's as a Master Level Daedric Guardian for those who have successfully sacrificed two high level NPCs to the Deadlands (lvl 35+) and then sacrifice a Hold Guard in accordance with Dagon's Instructions
- Tweaked the new master level Lurker Guardian (their stomp should lose it's AOE launch effect when in an interior or when the player is too close)
- Minor Bug Fix - Consorting with Daedra effect works with Scamps and other new Daedric guardians
- Mod cleaned of a couple of unintentional edits.
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Version 2.95
- You must now have sucessfuly summoned two Greater Seeker Guardians (expert) before you can summon a lurker (Master level). The ability is gained the next time you use the apocrypha incanation spell.
- Bug Fix - rare error with undead guardian following active magic effect corrected
- changes made to main file required for old skeleton patch to work
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Version 2.94
- Added Lurker Guardians - attainable by killing a giant with the Apocrypha Sacrificial Oil
- Removed the ground shake effect from lurker movement (but not attacks) so having several lurker guardians is bearable
- Edited a few actor records so the mod no longer conflicts with The Restless Dead Mod
- Changed the default Eye FX for skeletons, corpse and dragon priest guardians to red and added an option to turn them back to blue
- Fix - changed the name of the spell tome for the Bind Sentient Undead spell to match the spell.
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Version 2.93
- Fix for flame and storm atronachs neglecting spells in favour of melee.
- Tweak to a NPC drop
- Gave expert level gargoyle and atronach (ebony/storm) more health
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Version 2.92
- Changed the combat styles used by atronachs to match those used by equivalent vanilla summons
- Removed the explosion effect in the Guardian version of lightning storm which was still causing FF issues, compensated with a small AOE affect
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Version 2.91
- tiny tweak to Dragon Priest Guardian whirlwind cloak
- second improvement to the functionality of the end friendly combat script in concentration spells (lightning storm)
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Version 2.90
- DP Guardians now have whirlwind cloak
- Guardians that use h2h attacks (zombies, gargoyles, Daedroth) now properly increase conjuration xp as they attack and trigger the safety end combat script when attacking Guardians or teammates.
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Version 2.80
- Increased conjuration XP received when Guardians attack NPCs
- Improved the stop teammates fighting code to work better with concentration spells (e.g. lightning spell)
- When creating a DP using creative mode you don't need any phylactery and are just prompted whether you would like a bound or unbound one
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Version 2.70
- REALLY removed the holes/falling Dragon Priest effect from DP Guardians (change may not affect existing guardians)
- Tweaked the DP drain spell
- Hand placed the two master spell tomes on appropriate NPCs, but hidden behind a level 25 req.
- Dead DP Guardians now drop their phylactery (you need to rebind their soul)
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Version 2.61
- missed a script
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Version 2.60
- Guardian Dragon Priests wear black DP armour
- Removed the holes/falling Dragon Priest effect from DP Guardians (change me not affect existing guardians)
- You can now give DP Guardians staffs and jewellery. They will not auto equip staffs but will sometimes opt to use them in combat
- DP guardians have a few new spell options (ward, ebonyflesh) and a drain spell they can use if they run out of magicka
- Removed the forstsalt requirement for Dragon and Dragon priest guardians, increasing voidsalt requirement to 4 instead
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Version 2.53
- removed the explosion screen shake affect from the incinerate spell used by Skeletal mages and Dragon Priests
- Dialed back the speed of dragon priest guardians
- added a warning message when you learn the DP spell
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Version 2.52
- Made dragon priest spell tome a normal spell tome that works rather than a fancy custom one that doesn't till I have time to fix the latter.
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Version 2.51
- Dragon Priest Guardians
- Tweaked how the spells learnt
- both required spells can be got using quick start (expert for hostile DP and master for the spell to make unhostile)
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Version 2.33
- Fix for corpse mages and dremora warlocks spell use
- Dragon guardian requirements switched to 3 void salts + 1 frost salt (rather than 3 frost salts + 1 void salt)
- Dragon guardians now have a modified drain vitality shout in addition to frost based shouts
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Version 2.32
- Actually fixed now, including esp .... Third time lucky
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Version 2.31
- 2.3 was a dud upload (sorry) now fixed
- Added new combat style and class for skeletal, corpse and dremora guardians, inc. a mage and melee variant
- Due to above, mage guardians should be happy to use spells without weapons and will dual wield spells; they are also now very keen on staffs
- Due to the above, non-magical variants will be happy to use ranged weapons even when they have a melee weapon
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Version 2.23
- Extended the frozen dialogue bug fix to apply to guardians that use vanilla voices - hopefully making it it load order proof
- Made the naming conventions of the cheat weapons on Creative Mode consistent & reduced their weight
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Version 2.12
- Fixed a typo on the Coldhabour incantation spell
- Added more Creative Mode cheat weapons for sacrifices and fixed the existing enchantment
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Version 2.11
- All Guardians given immunity to fall damage, in case your large army size means they're accidently placed over the edge of the College of Winterhold bridge when you fast travel or something...
- Xbox version updated to 2.1
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Version 2.5
- Added dragon priests
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Version 2.4
- Dragon Improvement - if following and you are outdoors they can be summoned by the summon command (they appear above you)
- Dragon Improvement - Combat behaviour much improved (Ariel attacks)
- Dragon Improvement - Drain vitality shout has been buffed (perhaps too much - I may need to dial it back in a later update depending on feedback)
- Fix - Gargoyle resource requirements now correctly match descriptions
- Rebalance - Gargoyle and Daedroth Guardian unarmed damage buffed
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Version 2.3
- Guardians that can equip armour/weapons given their own class and combat style
- Spells humanoid guardians use now equipable in both hands
- For reason above - melee guardians should be more inclined to use ranged weapons if given them alongside melee; and mage guardians won't go h2h if no weapons equipped
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Version 2.1
- Bug fix - Dremora no longer resist equip spell (one of those fix-one-issue-create-another problems)
- Tweak - Daedroth Guardians now regen health in combat; this is their distinguishing feature
- Possibly controversial - Skeletal mages now cast fire magic and require fire salts to make; further differentiating them from corpse mages.
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Version 2.01
- missed a couple of form lists for new spell tomes - noticed seconds after last upload.
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Version 2.0
- Added Daedroth Guardians and the relevant incantation spell, sacrificial oil (coldharbour) etc.
- Added a small magicka penalty (cureable disease) for sacrificing weak NPCs to Mora
- Added new Dremora guardian race to conditions for accompanied by Daedra effect
- Improved Accompanied by Homuncli effect
- Reranked Incantation Spells (Deadlands apprentice, Coldharbour Adept, Apocrypha Expert) and Updated Quick Start
- Couple more small tweaks
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Version 1.9.9
- Dremora guardians heal out of combat as they should
- Deadlands incantation is now an apprentice level spell (and moved to apprentice level lists for conjuration sellers and quick start options)
- Deadlands incantation can now be completed with either a filled grand or black soul gem (on balanced mode)
- Deadlands Sacrificial oil will summon a Scamp rather than Dremora if the target is too weak or an animal etc.
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Version 1.9.8
- Hardcore mod mode added - Black/Grand soul gems required but not reclaimable from dead guardians
- Bug Fix - More appriroate conjuration XP for creating Refined and Ebony Gargoyles
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Version 1.9.7
- Added refined (adept) and ebony (expert) Gargoyle Guardians
- Added new option - Quick dead (as in as been killed) Guardian Cleanup (not enabled by default)
- Redesigned Options Menu
- Fix - accompanied by Homunculi works as it should with Gargoyles
- Reduced the size difference between lesser and greater Dremora
- Added the Gargoyle spell tomes to all appropriate quick start options (missed a few before)
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Version 1.9.6
- Potentially eliminated (more likely reduced - needs more playtesting) the lost on fast travel/load door bug for following guardians!
- Gargoyle spell tome priced appropriately
- Conjuration XP for creating Gargoyles brought inline with other apprentice level spells
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Version 1.9.5
- Added Gargoyle Guardians as next homunculi. Apprentice level spell. Available from necromancer's market, conjuration vendors (once you meet apprentice req.) as a rare vampire loot, and quick start from apprentice level up
- Flame guardian/spell changed from basic to apprentice level, frost from apprentice to adept, storm from adept to expert
- Attack sounds added for zombies, draugr, ghosts, skeletons and corpses
- silent 'hello' greeting added to zombies, draugr, ghosts, skeletons and corpses to get rid of frozen dialogue bug
- typo fixes
- Mannequin spell added to necromancer market spelltome list
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Version 1.9.4
- Boost to the amount of conjuration XP you receive for creating a guardian (higher boost for balanced mode than conquest due to the fact you create less guardians; no boost for creative mode)
- You receive a small amount of conjuration XP when your guardians attack. There is some scaling based on enemy level.
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Version 1.9.3
- Quick fix - magikca cost of mannequin guardians reduced appropriately
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Version 1.9.2
- Added first homunculi - living manakins (novice level spell, low ingredient cost) - added the spell tome to level lists and quick start options
- Added magic effects etc. for homunculi to be registered by mods such as NPCs React to Necromancy (viewed same as daedra summoning)
- Enabled out of combat health regen for zombies
- reduced armour rating on default reinforced and mage skeleton armours (added health to compensate) so they should be replaceable by anything rather than just heavy armour if you enable it in options
- by default reinforced skeletons and mage skeletons refuse to wear gloves/gauntlets as well as body (chest/leg) armour due to the large number of fingerless/bracer only models which cause mesh/texture issues.
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Version 1.9.1
- Bug fix - Previous update to skeleton race had meant they no longer applied the 'accompanied by undead' effect when following - this has been fixed
- Sped up zombies - slow zombies were kind of immersive but it's just too much of a pain getting them to follow and not be left behind IMO
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Version 1.9
- Reinforced and Mage Skeletal Guardians now come with default body (chest/leg) armour (Mihails textures/meshes repackaged for armour by QuentustheBosmer for Playable Ancient Skeleton Armor). You can still equip your own boots, gloves, helmets, jewellery etc. and if you enable equipping skeletal body armour in options, they will swap out their default armour for almost anything (as the armour value is low).
- Reinforced skeleton correctly registered as unique
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Version 1.8
- By default, skeletal guardians now refuse to wear armour on their body (but will wear on hands, feet, head). This is to minimize immersion busting issues when armour/clothing with gaps is equipped and normal human textures appear to fill them
- Related to above - new option in D&D Guardian Options Menu to toggle on ability to allow Skeletal Guardians to wear body armour for those who don't mind being careful to avoid armour with gaps
- Skeletal guardian height reduced to race average 1.0 and weight reduced to 0
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Version 1.7
- Big Change - Skeletal Guardians now visibly wear armour, use any weapons, and use 'Default animations' like corpse guardians
- Default health boost various Guardians have has been adjusted for balance reasons (corpse boost reduced, daedra boost increased, skeletal boost made consistently lower than corpses)
- Small change to skeleton spell descriptions
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Version 1.6
- Tiny fix - Mage skeletons no longer accidentally trigger consorting with undead just by being loaded (missed in 1.5)
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Version 1.5
- Bug Fix - Consorting with undead/daedra no longer triggered when loading but not interacting with atronach and skeletal guardians
- Appropriate resistances and effects applied to atronach guardians
- Reduced the height of corpses to a race-average 1.0
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Version 1.4
- Hunt & Destroy command improved - no more fleeing dungeons
- Summon script improved - more reliable
- Magicka cost of summon power reduced to 100, so still usable by those playing low magicka spellsword cultist
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Version 1.3
- Now fully compatible out of the box when used with NPCs React to Necromancy
- Following guardians provoke appropriate responses, and 2 minutes after commanding, summoning or reanimating guardians you will experience the same reactions even if they are not following
- Magic effect visible when Guardians following or you have recently reanimated them to indicate you will provoke these responses
- Storm and flame atronach offensive spells modified to end combat with teammates as with other Guardian spells
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Version 1.2
- Having Undead Guardians follow you will now prompt vanilla and NPC React to Necromancy NPC responses
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Version 1.1
- added the Advanced Guardian Command Spell Tome (Adept) to the Quick Start bundles (adept -> master)
- added a small height difference between lesser, standard and great dremora
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- Author's activity
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August 2024
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11 Aug 2024, 9:49AM | Action by: UserMingzi31
Changelog added
'Change log added for version 4.72'
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10 Aug 2024, 11:08PM | Action by: UserMingzi31
Changelog added
'Change log added for version 4.72'
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10 Aug 2024, 11:06PM | Action by: UserMingzi31
File added
'Dead and Daedric Guardians [version 4.72]'
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08 Aug 2024, 2:42PM | Action by: UserMingzi31
Attribute change
'Description changed.'
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08 Aug 2024, 2:40PM | Action by: UserMingzi31
Attribute change
'Description changed.'
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08 Aug 2024, 2:40PM | Action by: UserMingzi31
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'Description changed.'
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06 Aug 2024, 10:10AM | Action by: UserMingzi31
File added
'Adamant - DnD Guardians Patch [version 1.1]'
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05 Aug 2024, 10:34PM | Action by: UserMingzi31
Attribute change
'Description changed.'
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05 Aug 2024, 10:27PM | Action by: UserMingzi31
Changelog added
'Change log added for version 4.7'
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05 Aug 2024, 10:27PM | Action by: UserMingzi31
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'File \'Adamant - DnD Guardians Patch\' description changed.'
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05 Aug 2024, 10:06PM | Action by: UserMingzi31
Attribute change
'File \'Dead and Daedric Guardians\' description changed.'
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05 Aug 2024, 10:03PM | Action by: UserMingzi31
File added
'Adamant - DnD Guardians Patch [version 1.0]'
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05 Aug 2024, 8:46PM | Action by: UserMingzi31
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'Description changed.'
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05 Aug 2024, 8:46PM | Action by: UserMingzi31
Attribute change
'Description changed.'
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05 Aug 2024, 8:39PM | Action by: UserMingzi31
Changelog added
'Change log added for version 4.7'
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05 Aug 2024, 8:38PM | Action by: UserMingzi31
File added
'Dead and Daedric Guardians [version 4.7]'
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02 Aug 2024, 1:25PM | Action by: UserMingzi31
Changelog added
'Change log added for version 4.6'
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02 Aug 2024, 1:23PM | Action by: UserMingzi31
File added
'Dead and Daedric Guardians [version 4.6]'
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01 Aug 2024, 12:14AM | Action by: UserMingzi31
Changelog added
'Change log added for version 4.51'
July 2024
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31 Jul 2024, 11:53PM | Action by: UserMingzi31
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'Dead and Daedric Guardians [version 4.51]'
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