The Elder Scrolls V: Skyrim

The Elder Scrolls V: Skyrim

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Slayers Unite!
   
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385.306 KB
Apr 12, 2014 @ 12:35am
Aug 21, 2018 @ 7:04pm
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Slayers Unite!

Description
TL;DR

'Slayers Unite!' is a lore friendly mod that expands on the similarities between the Dawnguard and the Vigilants of Stendarr. The idea is simple, the Vigilants were overrun and began to regroup in Dayspring Canyon with the help of the Dawnguard. These Vigilants realized Isran may have been right about them being a bit soft, so they've been training to be more effective paladins. A Dawnguard member has been sent to Stendarr's Beacon to help show them the ropes, as well.

I shouldn't have to say this, but the Dawnguard DLC is required.

IMPORTANT:
If you have previously uninstalled this mod, do not reinstall if you are inside of any of the altered cells. You will crash.

- Full Details -
This mod adds four Vigilants of Stendarr to Dayspring Canyon.
Adds a Dawnguard member named Harald to Stendarr's Beacon.
They are perfectly hostile to any *unfriendly* vampires, undead, werewolves, witches, and daedra that might pop up for whatever reason. They'll also attack anything that attacks a Dawnguard member.
The only way it changes the Vigilants of Stendarr outside of Dayspring is by setting the Dawnguard as an ally, so that they'll actually help the player (if the player has joined the Dawnguard) if something attacks you.
They've been buffed to be a bit more useful in case of vampire attacks.
They level with the player from 15-60.
One of them has the spell Firebolt, just to add a little variety.

These Vigilants have new spells:
Stendarr's Aura
Stoneflesh (replaces Oakflesh) Oakflesh is simply far too weak considering they don't wear helmets or body armor
Steadfast Ward in replacement of Lesser Ward
Firebolt (only the Vigilant at the fishing area near the entrance of Dayspring Canyon has it)

They also have varying perks that make sense.

Some are also equipped with Dawnguard weaponry.
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Future Plans:
This mod is currently considered a finished product - unless something breaks horribly. That said, I'm open to ideas, so I'm willing to implement things that make sense.

If you're interested in working with me on anything from a new Hall to perhaps a unique Vigilant with custom voice, feel free to contact me. My knowledge of the CK so far is limited to what I had to do for this mod, simply editing NPCs that started as duplicates of Bethesda created NPCs. I'm watching/reading tutorials on these subjects now and will be tinkering with basic projects on my own in the near future.

If you're reading this, hi Elianora ^_^ I hadn't even realized that was you in the comments until I was looking at this in 2018. Feeling a little starstruck now, as odd as that is.
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Check Out These Awesome Related Mods As Well:
No Mercy - Quest by ThirteenOranges
http://steamcommunity.com/sharedfiles/filedetails/?id=13666
Stendarr's Beacon Enhanced by EasierRider
http://steamcommunity.com/sharedfiles/filedetails/?id=170478013
Stendarr's Beacon Enhanced Ruh-mastered - VIGILANT compatible by Ruhadre
https://www.nexusmods.com/skyrim/mods/88045
Holmwood - House for a Vampire Hunter by Elianora
https://www.nexusmods.com/skyrim/mods/51791/
44 Comments
Romanos  [author] Dec 10, 2016 @ 1:23pm 
They essentially are. They were formed as a reaction to the Oblivion Crisis.
Mr. White Dec 10, 2016 @ 1:30am 
i tought they are some kind of crusaders
Romanos  [author] Dec 9, 2016 @ 2:51pm 
The Vigilants practice restoration and alteration magics to assist them in their mission. Wards and healing spells, as well as the mage armor spells. They aren't summoning daedra or killing random travelers to use in experiments like the witches they hunt.
Mr. White Dec 9, 2016 @ 12:43am 
hey, i suggest that don't add mages to vigilants of stendarr if they are hunting witches...
ggshark Mar 13, 2016 @ 10:46am 
Another reason to not bring Dawnbreaker around...
SkyBliviWind Jun 4, 2015 @ 4:22pm 
No, we were just suggesting I give you full credit because for me it's hard to enchant a sword let alone do that. So all credit goes to you.
Romanos  [author] Jun 3, 2015 @ 9:37pm 
I don't know how to do that kind of stuff, and I don't have the time to learn or work on this anymore. Sorry :/ If anyone wants to use this as a starting point for a more comprehensive mod, feel free, but please give me credit for what I've done with it.
SertyDermat167 Apr 26, 2015 @ 6:05am 
Add perhaps a unique vigilante, since their boss die, someone must replace him yes?
SkyBliviWind Dec 18, 2014 @ 5:07am 
And all you do in the quest related to the vigilants is going to that cave just to see them die.. Maybe add named vigilants or somthing like that.
Romanos  [author] Dec 17, 2014 @ 8:26pm 
It's quite disappointing that they didn't even make new dialogue for them. The news obviously travels through all of Skyrim, since the guards all know it. It would be stupid to leave behind the assumption that the Vigilants didn't find out just as quickly.