203 ratings
Skyrim overhaul: Dawnguard
File Size:
0.094 MB
Feb 23, 2013 @ 9:04am
1 change note ( view )
What does this mod do?

Skyrim overhaul: Dawnguard is an overhaul for many of the new creatures, monsters and npc's that were introduced with the Dawnguard DLC. This mod rebalances them, and makes things more challenging and fun by altering both the starting level and ending levels of them as well. Typically many npc's now level far higher or begin at a lower level, and now they have perks as well. This has been done in a lore friendly way as well to keep the feel of the original lore.

I made this mod as many variants of enemy do not level at all, and are stuck at one level. for example a vampire is lvl 1 and the next variety is lvl 7. with this mod the npc's and creatures will level gradually and constantly, but new variants later in the game will eventually get the new skills and perks given to them.


Vampire forces:

Volikar vampires: Now level with the player, until they level to up to 45, and have also had a 75 pt boost to health and a 125 boost to mana. Random volikar vampire have also been given perk boosts to spell damage or melee damage.

Lord Harkon; The lord of vampires now starts at lvl 10 and goes up to lvl 60. He has had a 800 boost to his health, 400 extra to magicka and 200 to his stamina. His health regen has been increased slightly as well.

Volikar Court members: have up to 700pts extra split between stats to suit their personalities and fighting styles. Added perks to magic, mages have new spells and warrior members have had 60-80% increases to melee damage.

Gargoyles: Start at lvl 7 and level up to 40, and have had a 5% health reduction.

The Dawnguard:

Dawnguard warriors: level from 7-45. 75 point boost to health, 20% increase to 1 handed damage and 20% added to their relevant armour skills.

Isran: Isran now starts at lvl 15 and ends at 60. Has had a 475 boost to health, and 200 to stamina.As well as the perks he started off with, his light armor rating, has been increased by 100%, and his melee skill with all weapons by 60%, as befits the leader of the Dawnguard.

Unique/ named Dawnguard members: Each named vampire hunter found at the castle now level like the rest of the dawnguard, but have had a 3-400 boost to their stats depending on their skills, and an additional 20-40% to their armour skills. Members such as Beleval who are ranged have had a 40% increase to their ranged damage, and melee fighters such as vori have had a 40% increase to melee damage and increased armour boost by 60%. Each is very a more unique fighter now.


wrathmen,mistmen and shades: These guys are no longer at a set lvl, but lvl up to 30 now.

Chaurus hunter: start at lvl 12 and end at 30, health reduced slightly.

Arch-Curate Vyrhur: Being a force of ancient evil, The arch-Curate now starts at lvl 15 and levels up all the way to 75. He has had a 675 boost to health and 275 points added to magicka. His spells and perks have been altered as well. increasing his armour and weapon effectiveness by 60%.

Gelebor: Although he will never fight, for the sake of balancing (or if you are a chaotic type who picks fights) he has
been scaled to match his brother.

New items: (W.I.P)
Light armour variant: A new set of light armour with the appearance of the heavy armour can be found by Isran's bedroom. It is still w.i.p though as the matching set perk does not yet work.


Load order and compatibility:

Compatible with anything that does not alter these npc's stats, perks etc etc.
Load order should not matter terribly. closer to the bottom of the list the better though.
Part of the skyrim Overhaul series:
Skyrim overhaul: Factions (released)
Skyrim overhaul: Creatures (released)
Skyrim overhaul: Guilds and followers (released)
Skyrim overhaul: Dragonborn (released)
Skyrim overhaul: Dawnguard (released)
Skyrim overhaul: Civilians (To be released soon)
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TheDarkPigme Nov 20 @ 10:33pm 
I think it requires dawnguard (im speaking to xxXDeathwishXxx)
oFFliNerxd Sep 19 @ 9:11am 
it dont work :(
tanner9wolf Aug 25 @ 5:48am 
When will Skyrim overhaul: Civilians be released?
AxFairy Aug 9 @ 10:37am 
Are there any conflicts between these mods and the unnofficial patches?
howahrl Jun 28 @ 9:12am 
Will it work with Requiem?
PaperyRacketeer Jun 13 @ 11:33am 
@trayo you can also disable/enable workshop mods through NMM
Timesplitter Jun 5 @ 11:33pm 
Skyrim Ultimate RPG Experience: All Expansions thanks you for your mod/mods made that have been implemented into the collection. It does require all the Skyrim expansions, but is composed of all the most promising mods ever made for Steam. Make sure to check it out at http://steamcommunity.com/sharedfiles/filedetails/?id=106745968 and don't forget to rate it.
CT_Marauder May 29 @ 10:08pm 
I have a question for you on this mod.
Will this stop the mod making people run for their lives ineffective?

I have the one both for Vampire attacks and Dragon attacks to make people run away and go indoors but it seems they are no longer running away.

The Vampire attacks in 1 city is so bad that half the Merchants are dead already and other key NPC's for quests have died already as well.

The Vampires are attacking day and night with their Dog's and getting kind of out of hand.
Trayo Mar 17 @ 8:18am 
@MoonBurner, You can disable mods through data files by the menu when first openeing the game via your game list in the Library.
[19th]MoonBurner Jan 31 @ 11:45pm 
Can you please move the rest of your overhauls to your Nexus account? I'd like to be able to enable and disable new mods at will, rather than go through the exhaustive process of subscribing and unsubscribing on Steam Workshop.