Mod Information | |
---|---|
Version | |
Location | |
Mod Links |
Inigo is a follower mod for The Elder Scrolls V: Skyrim that adds a fully-voiced Khajiit follower. He can be encountered a first time in the Riften Jail, where he will occupy the prison cell next to Sibbi Black-Briar. A letter on the table near the entrance will provide more information.
Skyrim Mods - NPCs & Companions/Followers. Companion Valfar The Return of Thorald Grey-Mane-A Fully Voiced-Standalone Male Companion Darrow.
INIGO | ||||
INIGO | ||||
Character Information | ||||
---|---|---|---|---|
Male | ||||
Technical Information | ||||
Yes | ||||
|
The player can find out a lot about Inigo by chatting with him. Inigo tells of being an orphan, having a Khajiit mother and Argonian father, along with a Khajiit brother. A lot of details are to be found by the player and responses may depend on the player's choices. An example is that due to being raised differently , Inigo's linguistic ability is more first-person than the typical Khajiit third-person. Inigo explains this when asked 'tell me about yourself' a few times, and the information is also available on the Nexus Mod Information Page.
As of late, Inigo is looking to making up to the player for attempting to kill the player. Inigo was addicted to skooma and wanted to kill the player since they were on a job, and the player's death would result in a larger reward for Inigo. It is possible that Inigo is making a mistake but Inigo insists the player is the one, even doubting that skooma is clouding his memory.
5hu
Inigo is typically happy to repay the dragonborn for his past crimes as he believes he attempted to murder the dragonborn. Inigo refers to the dragonborn as a friend multiple times throughout conversations, and trusts the dragonborn deeply.
Inigo has a taste for killing spiders , loving to squash them when possible and commenting on such actions when asked. Draugrs however aren't a keen thing in Inigo's mind, and when asked 'any thoughts?' inside a dungeon with them, he typically responds with his distaste for them, being scared, or wishing to leave as soon as possible.
Inigo is interested in singing, asking certain followers to try on occasions such as Lydia, and asking the dragonborn if he should sing. If taken to the Bard's College in Solitude, Inigo has a new chat option once the dragonborn is seated to have Inigo sing. If told to rest around the Bard's College , he can occasionally comment on other bards or be heard making songs by himself.
Throughout the adventure , Inigo may also be friendly with the player with certain items. 'Mr.Dragonfly' (in his cell at the start) can be given to Inigo, who wears it on his belt, and when inspected, the player can see someone has carved 'MR D' on the underside of the cork, presumably standing for 'Mr. Dragonfly. Inigo also can be told to rest , then read the story 'Kolb & the Dragon' with the dragonborn when given to Inigo. 'Kolb & the Dragon' is a 'choose your adventure' book , and the dragonborn can have Inigo narrate and voice act the story, along with make the decisions to play the story with Inigo.
Inigo is, arguably by far, if not the best, then one of the very best Companions that one could choose to roam Skyrim with. He is available in 'Oldrim' or 'special edition' format in PC, and also available on XBox, but due to Sony's asset restrictions, he's not available on PS4.
He is funny, charming, witty, truly brilliant. Within hours he feels like one's best friend.
Various NPCs and creatures can follow you while you're playing the game and be your ally. These followers can fight by your side; some can also carry your equipment and perform other tasks. Followers can be divided into those who follow you indefinitely (until they die or are dismissed), and those who follow you temporarily (for example, during a quest).
Permanent followers usually become available after you complete a quest of some kind. You can also find mercenaries for hire in the cities and recruit certain creatures in the game. You can have at most one permanent NPC follower and one creature follower at any time.
Some NPCs follow you temporarily for the duration of a quest. If you avoid completing the quest and go somewhere else, they may follow you around. As many of these NPCs are unkillable, and you can have several followers at the same time, you can use them to fight difficult enemies in a different questline. There is no limit to the number of such temporary followers that you can have at one time.
Most quest followers will follow you additionally to any permanent follower. However, there are a few exceptions: The followers in the Companions questline will automatically dismiss your current follower, and Serana will require you to dismiss them in order for her to join you on a quest (except for her first one). In such cases, potential permanent followers will say that you already have a follower and be unable to join you, as the quest follower occupies the follower slot. The slot can be freed again simply by completing the quest so that your temporary quest follower leaves your service.
You can interact with permanent followers by talking with them (outside of combat). You will then be able to exchange items with them, or give a command, depending on their abilities. You can also start commanding your follower quickly, even from some distance away, by pointing at them and holding the activate/use control.
Orders that can be given to followers:
Two of these commands have secondary benefits in certain situations:
Also, followers can use a torch (only one is needed, it will never deplete). Temporary, quest-specific followers usually do not take orders; if they do, they will only take limited orders, like the 'wait' command.
If your follower is left to wait for a long time, a message will appear that the follower has grown tired of waiting and will start walking to their originating location.
You can trade items with some of your followers to equip them with better items or store excess loot. Sometimes, they will refuse to equip the items you give them. Pickpocketing the items you wish them to replace with the improved items can help fix this. It can also allow you to do this with NPCs who will not trade their equipped items with you. However, it requires the Misdirection (for weapons) and Perfect Touch (for armor) perks to achieve this.
Giving a non-essential follower any of your custom enchanted weapons or shields, letting them die, and then looting directly from their corpse is the only way to remove those enchantments on the given items. This only works with weapons and shields that you have enchanted yourself- it will not remove the enchantment on artifacts or generic enchanted gear found or bought.
Morality determines whether or not an NPC will commit various crimes, and controls whether or not a follower will agree to do certain requested actions. There are four possible values for morality:
However, nearly all followers have a morality of either 0 or 3, the only exception being Sven.
If you ask a follower with sufficient morality to perform an illegal activity, you may be held responsible for the crime, and your bounty will increase accordingly. If you are hidden, most crimes you command your follower to commit will go unnoticed.
Most followers will not interact in any way with you while you are trespassing (regardless of their morality); your follower will simply say, 'You're not supposed to be in here.'
A follower levels up according to your level, up to the follower's maximum level (which varies for each). Each follower, except J'zargo, CelannDG, DurakDG, IngjardDG and FreaDB, has a maximum level and a specific set of primary skills, which are dictated by their class. This leveling occurs regardless if they are actively following you.
Prior to patch 1.6, a follower's skills, health, and other stats were set when they were first spawned (which is typically when you enter their starting cell, become a Thane, and so on) and would not increase as their level increased. Prior to the fixing of this failure of stats to update with patch 1.6, players could update a non-essential follower's stats so they would increase based on their current level by using the Wabbajack to polymorph them into another creature, after which their stats would update upon recovering their original form. Players of the PC version could also use certain console commands to fix any follower's inability to update their stats with each level the player gains.
All permanent followers become protected NPCs while they are actively following you. When your follower would die due to an enemy attack or a trap, they will be incapacitated for some time and begin to recover their health, just like essential NPCs; enemies will stop attacking or targeting them during this time. However, if they lose all their health again during this period, they will die for good. Thus, you should try to move the fight away from them, so that they are not hit by a stray arrow or area-effect spell. They can die from a damage-over-time effect that is stronger than their health recovery; most commonly those are caused by poisons.
If you strike your follower dead, on the other hand, there is no recovery. Attack carefully when your follower is low on health. Follower death caused by you, even accidentally, counts as murder on your crimes list. However, it is possible to mitigate damage to your follower with the Companions InsightDB ability if you have read the Black Book The Winds of Change.
Many temporary followers are 'essential', so they cannot be killed, only incapacitated for a while. Non-essential ones will die immediately when struck down, just as ordinary NPCs. Seven permanent followers are essential as well: Derkeethus (due to a bug), Mjoll, two Dark Brotherhood Initiates, Cicero, SeranaDG and FreaDB are essential.
It is also possible to heal damage and quickly return the follower into the fight by having traded to them some standard healing potions (e.g. Potion of Extreme Healing) but not potions you made by alchemy. They will consume the standard potion, heal, and quickly rejoin the battle. Otherwise you may have to wait until all enemies in the area are removed before they recover. You may also use a restoration spell like Healing Hands, Heal Other or Grand Healing on your follower, which is beneficial to you as well since you will gain experience in Restoration. It should be noted, however, that followers will not always drink healing potions if they have any in their inventory, even if they are kneeling and recovering health, so the best bet would be to have Healing Hands ready for use.
Followers do not take Water Damage, and cannot drown. However, they do not have infinite breath (with the exception of Derkeethus, the only Argonian follower) unless you give them a waterbreathing enchantment to wear (see Follower Equipment below). If they run out of air, they will abandon their post by your side and swim to the surface.
To avoid near death experiences, followers should be traded better armor in the skill type they prefer (either heavy or light armor.) The DamageResist variable can be increased by tempering the armor and shield. In addition, wearing armor pieces or shield awards a hidden 25 bonus points per item. The 125 possible hidden points are not reflected in the DamageResist variable, but are counted in combat. Providing equipment with magic resistance enchantments (ring, necklace, and shield) increases their MagicResist variable. The follower is less likely to be incapacitated if provided all of these enhancements.
Should your follower be slain, their body should disappear in about three days. Their coffin with their belongings will most likely be found in the Hall of the Dead in or near their home town.
Permanent followers have the ability to trade money and goods. This gives you free access to anything the follower is carrying, with the exception of certain default items that are hidden from you, and allows you to manage the follower's inventory. There is no penalty for taking anything the follower has, including gold, jewels, and enchanted items.
In addition to any other equipment they may have, followers will automatically receive a hunting bow and 12 iron arrows when they start following you. These are specially modified variants of the regular ones which do not appear in the follower's inventory. This can cause the bow and arrow usage bugs noted below. The bow and arrows will be removed when the follower leaves your service.
Followers will make their own decision however about which equipment they use, given the choices that they have in their inventory. If they have multiple items of the same type (e.g. an Iron Sword and a Steel Sword), they will try to choose the 'best' item from their choices (Steel Sword). Sometimes this doesn't work as expected and inferior equipment gets used instead. This normally happens with different grades of the same item that have been improved through Smithing or Enchantment (e.g. a Steel Sword being used instead of a Flawless Steel Sword). You cannot force a follower to use the 'right' item other than by removing all the wrong ones that they prefer from their inventory. The item must also be 'better' than the default item the follower started with. Giving a follower who started with Steel Armor a set of Banded Iron Armor will have no effect because it isn't as 'good' as the Steel.
Normally, you cannot take a follower's default apparel - unless they are killed in battle. Then you can search their body, removing anything they were carrying, including their default items. There is one other exception to this rule: your spouse. After you get married, your follower spouse will open up a general goods store, in which your spouse will sell whatever items are not equipped in addition to what's in your spouse's merchant chest (if you're at home). If you get your spouse to wear something that isn't default apparel (normally you do this by giving your spouse an improved piece of armor) then the default apparel that isn't being worn will become available for sale. You can then purchase it, and then give your spouse anything to wear in that slot and your spouse will wear it while following you. There are two caveats with this approach: one, if you purchase all of your spouse's default apparel, your spouse will respawn new default apparel, so you must leave at least one piece of default apparel in your spouse's inventory, and two, if your spouse is not following you, your spouse will not wear any custom apparel, but will only wear whatever default apparel is left in your spouse's inventory.
Enchantments on weapons work normally, but followers will only benefit from the following enchantment effects on their apparel and armor:
Because followers choose which items to equip, verify that your follower equips the enchanted item(s).
All other enchantments on apparel and armor do not actually have an effect for followers, even if they should. Notably, this means:
Followers who are also trainers can train you for 'free'. They will still charge you, but leave profit from training in their inventory. Simply request to see their inventory while they are an active follower, and take your gold back from any training sessions. Note that the follower's gold will reset to a low amount when you fast travel (possibly change zone), so get your money back from them quickly.
This can be done with the following NPCs:
The tables below list the permanent followers available in Skyrim.
Once enrolled as a member of the College of Winterhold, you may recruit your fellow students to join you in your travels, if you have completed their personal quests. Simply talk to them and they'll tell you what you must do.
These followers wear robes as their default apparel, so they will accept any armor given to them; however, they will not equip any other robes, since all robes have an armor rating of '0'. They will accept weapons and shields, but they will immediately switch back to dual-wielding spells when an enemy is encountered. Once their Magicka runs out, they will resort to using their bare hands until it recharges.
Name | Description | Primary Skills | Prerequisite Quest | Max Level | Moral | Marry | Blades | StewardHF |
---|---|---|---|---|---|---|---|---|
Brelyna Maryon | A female Dunmer Mystic. | Alteration, Illusion, Conjuration, Sneak | Brelyna's Practice | 30 | 0 | |||
J'zargo | A male Khajiit Sorcerer. | Destruction, Illusion, Heavy Armor, One-handed | J'zargo's Experiment | None† | 0 | |||
Onmund | A male Nord Sorcerer. | Destruction, Illusion, Heavy Armor, One-handed | Onmund's Request | 30 | 0 |
All of these followers can be located at Jorrvaskr, the Companions faction headquarters in Whiterun. You must join the Companions and complete the quest line before they can be recruited as followers.
Name | Description | Primary Skills | Max Level | Marry | Blades | StewardHF |
---|---|---|---|---|---|---|
Aela the Huntress | A female Nord Thief and expert Archery trainer. | Archery, Light Armor, Sneak, One-handed, Speech | 50 | |||
Athis | A male Dunmer Warrior (1H) and expert One-handed trainer. | Heavy Armor, One-handed, Archery, Block | 25 | |||
Farkas | A male Nord of the Blacksmith class, and master Heavy Armor trainer. | Smithing, Speech, One-handed, Pickpocket | 50 | |||
Njada Stonearm | A female Nord Warrior (1H) and expert Block trainer. | Block, One-handed, Speech, Pickpocket | 25 | |||
Ria | A female Imperial Warrior (1H). | Heavy Armor, One-handed, Archery, Block | 25 | |||
Torvar | A male Nord Warrior (1H). | Heavy Armor, One-handed, Archery, Block | 25 | |||
Vilkas | A male Nord Warrior (2H) and master Two-handed trainer. | Heavy Armor, Two-handed, Archery, Block | 50 |
Complete all the quests for the Dark Brotherhood to allow these followers to join you. Cicero must be spared in The Cure for Madness if you want him as a companion.
Name | Description | Primary Skills | Max Level | Moral | Marry | Blades | StewardHF |
---|---|---|---|---|---|---|---|
Cicero | A male Imperial Assassin found at the Dawnstar Sanctuary. | One-handed, Sneak, Archery, Light Armor | 50 | 0 | |||
Dark Brotherhood Initiate (female) | A Nord Assassin found at the Dawnstar Sanctuary. | One-handed, Sneak, Archery, Light Armor | 100 | 0 | |||
Dark Brotherhood Initiate (male) | A Nord Assassin found at the Dawnstar Sanctuary. | One-handed, Sneak, Archery, Light Armor | 100 | 0 |
These NPCs are added by the Dawnguard add-on. They become available after completing A New Order (only by siding with the Dawnguard), except for Serana, who becomes available during Prophet (both sides).
For creature followers added by Dawnguard, see this section.
Name | Description | Primary Skills | Max Level | Moral | Marry | Blades | StewardHF |
---|---|---|---|---|---|---|---|
Agmaer | A male Nord found in Fort Dawnguard. (Bandit class) | One-handed, Two-handed, Block, Light Armor | 25 | 0 | |||
Beleval | A female Bosmer found in Fort Dawnguard. (Bandit class) | One-handed, Two-handed, Block, Light Armor | 25 | 0 | |||
Celann | A male Breton found in Fort Dawnguard. (Warrior(1H) class) | Heavy Armor, One-handed, Archery, Block | None | 3 | |||
Durak | A male Orc found in Fort Dawnguard. (Ranger class) | Archery, Light Armor, Block, One-handed | None | 3 | |||
Ingjard | A female Nord in Fort Dawnguard. (Warrior(2H) class) | Heavy Armor, Two-handed, Archery, Block | None | 3 | |||
Serana | A female Nord vampire found during the quest Awakening. Forced follower during Bloodline, Chasing Echoes, Beyond Death, Unseen Visions, Touching the Sky, Kindred Judgment. (Vampire class) | Sneak, Conjuration, Light Armor, One-handed | 50 | 3 |
These NPCs are added by Dragonborn.
Name | Description | Primary Skills | Prerequisite Quest | Max Level | Moral | Marry | Blades | StewardHF |
---|---|---|---|---|---|---|---|---|
Frea | A female Nordwarrior from Skaal Village. Temporary follower during The Temple of Miraak. | One-handed, Alteration, Light Armor, Restoration | The Fate of the Skaal | None | 3 | |||
Talvas Fathryon | A male Dunmerconjurer found in Tel Mithryn. | Conjuration, Restoration, Destruction, Alteration, Sneak | From the Ashes | 25 | 3 | |||
Teldryn Sero | A male Dunmerspellsword found in the Retching Netch in Raven Rock. Can be hired for 500 gold. | One-handed, Light Armor, Destruction, Conjuration | None | 60 | 0 | |||
Ralis Sedarys | A male Dunmer miner initially found at Kolbjorn Barrow. | One-handed, Light Armor, Block, Sneak | Unearthed | 60 | 3 |
You will have to complete the quest associated with each follower in order for them to join you.
Name | Description | Primary Skills | Prerequisite Quest | Level | Max Level | Moral | Marry | Blades | StewardHF |
---|---|---|---|---|---|---|---|---|---|
Golldir | A male Nord Warrior (1H) found in Hillgrund's Tomb. | Heavy Armor, One-handed, Archery, Block | Ancestral Worship | PC×1.0 | 30 | 3 | |||
Illia | A female Imperial Mage found in Darklight Tower. | Destruction, Restoration, Alteration, Conjuration | Repentance | PC×1.0 | 40 | 3 |
Hirelings are mercenaries; you'll need to hire them for a set price of 500 gold. They are usually found in taverns. They'll stick around until they're dismissed, at which point they'll return to their starting location and you'll need to pay the fee again to get them back. If they're particularly fond of you or you only dismissed them a short time ago, they may rejoin your service free of charge.
Name | Description | Primary Skills | Marry | Blades | StewardHF |
---|---|---|---|---|---|
Belrand | A male Nord Spellsword found in the Winking Skeever in Solitude. | Destruction, Light Armor, One-handed, Restoration | |||
Erik the Slayer | A male Nord Barbarian found in Rorikstead at the Frostfruit Inn after completing his quest. | Light Armor, Two-handed, Archery, Block | |||
Jenassa | A female Dunmer Ranger found inside the Drunken Huntsman in Whiterun. | Archery, Light Armor, Block, One-handed | |||
Marcurio | A male Imperial Destruction Mage found at The Bee and Barb in Riften. | Destruction, Restoration, Alteration, Sneak | |||
Stenvar | A male Nord Warrior (2H) in Windhelm (usually on the second floor of Candlehearth Hall). | Heavy Armor, Two-handed, Archery, Block | |||
Vorstag | A male Nord Warrior (1H) found at the Silver-Blood Inn in Markarth. | Heavy Armor, One-handed, Archery, Block |
Housecarls are bodyguards of noblemen. After completing a quest for the jarl of each major hold, they will proclaim you a thane of their land and give you a personal housecarl. These housecarls won't exist in the game until you become a thane; however if you lose your thane status in their original hold, they will remain and will continue to be available as a follower, and will also continue to address you as thane. Three new housecarls are available after installing the Hearthfire add-on.
Name | Description | Prerequisite quest | Marry | Blades | StewardHF |
---|---|---|---|---|---|
Argis the Bulwark | A male Nord found in Markarth. | Become Thane of the Reach | |||
Calder | A male Nord found in Windhelm. | Become Thane of Eastmarch | |||
GregorHF | A male Nord found in Dawnstar. | Become Thane of the Pale | |||
Iona | A female Nord found in Riften. | Become Thane of the Rift | |||
Jordis the Sword-Maiden | A female Nord found in Solitude. | Become Thane of Haafingar | |||
Lydia | A female Nord found in Whiterun. | Dragon Rising | |||
RayyaHF | A female Redguard found in Falkreath. | Become Thane of Falkreath | |||
ValdimarHF | A male Nord found in Morthal. | Become Thane of Hjaalmarch |
These Orcs are available from their respective strongholds, and each require the relevant quests to be completed in order to be recruited.
Name | Description | Primary Skills | Prerequisite Quest | Marry | Blades | StewardHF |
---|---|---|---|---|---|---|
Borgakh the Steel Heart | A female Orc Warrior found in Mor Khazgur. | Heavy Armor, One-handed, Archery, Sneak | Pay her dowry or pass a persuade check. | |||
Ghorbash the Iron Hand | A male Orc Ranger found in Dushnikh Yal. | Archery, Light Armor, Block, One-handed | Convince him (via brawl, persuade check, or bribe). | |||
Lob | A male Orc Ranger found in Largashbur. | Archery, Light Armor, Block, One-handed | The Cursed Tribe | |||
Ogol | A male Orc Warrior found in Largashbur. | Heavy Armor, One-handed, Archery, Sneak | The Cursed Tribe | |||
Ugor | A female Orc Ranger in Largashbur. | Archery, Light Armor, Block, One-handed | The Cursed Tribe |
To convince these followers to join you, you'll need to complete their quests.
Name | Description | Primary Skills | Prerequisite Quest | Max Level | Moral | Marry | Blades | StewardHF |
---|---|---|---|---|---|---|---|---|
Adelaisa Vendicci | A female Imperial who works for the East Empire Company. | Alchemy, Enchanting, Smithing, Archery, Light Armor, One-handed, Sneak, Speech | Rise in the East | 25 | 3 | |||
Ahtar | A male Redguard Warrior who is found in Solitude. | Heavy Armor, Two-handed, Archery, Block | Kill the Bandit Leader† | 30 | 3 | |||
Annekke Crag-Jumper | A female Nord Ranger found in Darkwater Crossing. | Archery, Light Armor, Block, One-handed | Kill the Bandit Leader† | 30 | 3 | |||
Aranea Ienith | A female Dunmer Conjuration Mage found at the Shrine of Azura. | Destruction, Restoration, Alteration, Conjuration | The Black Star (in her favor) | 30 | 0 | |||
Benor | A male Nord Warrior found in Morthal. | Heavy Armor, Two-handed, Archery, Block | Fight! Fight! | 30 | 0 | |||
Cosnach | An alcoholic male Breton Warrior found in Markarth. | Heavy Armor, One-handed, Archery, Block | Quest all Drunks Have (or) Fight! Fight! | 30 | 3 | |||
Derkeethus | A male Argonian Ranger found in Darkwater Pass. | Archery, Light Armor, Block, One-handed | Extracting an Argonian | 30 | 3 | |||
Eola | A female Breton Nightblade found in Markarth's Hall of the Dead. | Destruction, Sneak, Alteration, One-handed | The Taste of Death | 30 | 0 | |||
Erandur | A male Dunmer Priest found in Dawnstar. | Restoration, Speech, Alchemy, Conjuration, Smithing | Waking Nightmare (in his favor) | 50 | 3 | |||
Faendal | A male Bosmer Thief found in Riverwood. He is a common Archery trainer. | Archery, Light Armor, Sneak, One-handed, Speech | A Lovely Letter (in his favor) | 30 | 3 | |||
Kharjo | A male Khajiit Warrior traveling between cities in Ahkari's Khajiit caravan. | Heavy Armor, One-handed, Archery, Block | Amulet of the Moon | 30 | 3 | |||
Mjoll the Lioness | A female Nord Warrior found in Riften. | Heavy Armor, Two-handed, Archery, Block | Grimsever's Return | 40 | 0 | |||
Roggi Knot-Beard | A male Nord Miner found in Kynesgrove. | Alchemy, Enchanting, Smithing, Archery, One-handed, Two-handed | Dungeon Delving (Caves)† | 20 | 3 | |||
Sven | A male Nord Bard found in Riverwood. | Alchemy, Enchanting, Smithing, Archery, One-handed, Two-handed | A Lovely Letter (in his favor) | 20 | 2 | |||
Uthgerd the Unbroken | A female Nord Warrior found in The Bannered Mare in Whiterun. | Heavy Armor, One-handed, Archery, Block | Fight! Fight! | 30 | 3 |
†Only one quest of this type can be active at a time.
In addition to NPC followers, certain creatures are also recruitable. You can have at most one permanent NPC follower and one creature follower at any time.
Name | Recruitment | Max Level | PetHF |
---|---|---|---|
Armored TrollDG | Can be purchased from Gunmar in Fort Dawnguard for 500 gold. You may be given an Armored Frost Troll instead. | 14 | |
Armored Frost TrollDG | Can be purchased from Gunmar in Fort Dawnguard for 500 gold. You may be given an Armored Troll instead. | 22 | |
BranDG | An armored husky in Fort Dawnguard. | 25 | |
CuSithDG | A Death Hound in Volkihar Keep. | 5 | |
GarmrDG | A Death Hound in Volkihar Keep. | 5 | |
Meeko | A dog that can be found at Meeko's Shack. | 25 | |
SceolangDG | An armored husky in Fort Dawnguard. | 25 | |
Stray Dog | These can be found in a random encounter in the wilderness. If you talk to one, it will become your follower. Note: Will disappear if told to wait and you enter a dungeon. | 25 | |
Vigilance | A dog which can be purchased from Banning at the Markarth stables for 500 gold. As with the hirelings, if you dismiss Vigilance, he will return to Banning and you must pay the 500 gold again to get him back. | 50 |
Name | Description | Max Level | PetHF |
---|---|---|---|
Riekling Warrior | A Riekling which can be recruited at Thirsk Mead Hall after completing The Chief of Thirsk Hall. | 23 | |
Steadfast Dwarven Sphere | Friendly Dwarven automatons found in Kagrumez during The Kagrumez Gauntlet. | 30 | |
Steadfast Dwarven Spider | 16 |
These pet followers are available from the Creation Club exclusively for Skyrim Special Edition. Each pet is muffled and also comes with its own spell to teleport them to your current location.
Name | Recruitment | Max Level | PetHF |
---|---|---|---|
ArachniaCC | Can be found in Cronvangr Cave with Pets of Skyrim creation. | 1 | |
Bone WolfCC | Can be found at a camp northwest of Folgunthur with the Bone Wolf creation. It can be tamed with a Totem Bone | ||
Dwarven Armored MudcrabCC | Can be purchased from Calcelmo in the Understone Keep in Markarth with Dwarven Armored Mudcrab creation. | 5 | |
HildaCC | Can be purchased from Halvar in Rorikstead with Pets of Skyrim creation. | 1 | |
Nix-HoundCC | Can be found purchased from Revus Sarvani or Geldis Sadri with Nix-Hound creation. | ||
SkritchCC | Can be found in The Ratway below Riften with Pets of Skyrim creation. | 1 | |
Sweet RollCC | Can be found in a forest south-west of Half-Moon Mill with Pets of Skyrim creation. It can be tamed with a Sweet Roll. | 2 | |
ThistleCC | Can be found at the Alchemist's Shack with Pets of Skyrim creation. It can be tamed with a Carrot. | 1 |
This page or section is incomplete. You can help by adding to it. For more information, see the help files, the style guide, and this article's talk page. |
Some NPCs follow you until a quest is completed or an event occurs. Quest followers will not give you access to their inventory. They are often marked as essential so they cannot die, which may make them useful to have around before finishing their related quest.
Name | Quest(s) | Notes | Max Level | Moral | Essential | Usable in Other Quests |
---|---|---|---|---|---|---|
Aela | The Silver Hand, Totems of Hircine | Will replace your permanent follower. | 50 | 3 | (?) | |
Anska | A Scroll For Anska | 25 | 3 | |||
Avulstein Gray-Mane | Missing in Action | 100 | 3 | |||
Brother Verulus | The Taste of Death | In order to recruit him, you must first pass a speech check. | 6 | 3 | ||
Brynjolf | Trinity Restored | After talking to Karliah outside Nightingale Hall, he starts following you. | 50 | 3 | ||
Delphine | Alduin's Wall | 30 | 3 | |||
Enmon | The Heart of Dibella | Enmon may join you when you offer to liberate Fjotra from her Forsworn captors. | 15 | 3 | ||
Erandur | Waking Nightmare | Erandur will walk ahead and lead you through the quest rather than actually follow you, but he behaves like a follower in that he sneaks and sheathes/unsheathes his weapon when you do. He will not replace your current follower, but your current follower cannot enter Nightcaller Temple and will wait outside. Depending on how Erandur's quest is resolved, he may become available as a permanent follower. His essential status is removed at the last part of his quest. | 50 | 3 | ||
Esbern | A Cornered Rat, Alduin's Wall | Esbern will follow you wherever you go in A Cornered Rat, but when he joins up with Delphine in Alduin's Wall he will only stay with you as long as you are heading towards the wall, which then prevents him from being used in most other quests. | 30 | 3 | ||
Farkas | Proving Honor | Will replace your permanent follower, even while he is waiting for you at Dustman's Cairn. Once you meet up with him, he will follow you everywhere. | 50 | 3 | ||
Geirlund | Missing in Action | He meets up with you when you meet Avulstein Gray-Mane outside of Northwatch Keep (if you agreed to have him along to help you). | 1 | 3 | ||
Hadvar | Unbound | Accompanies you if you chose him during the opening sequence in Helgen. If you side with the Imperials in the Civil War, he will also join you on several related quests. | 50 | 3 | ||
Karliah | Blindsighted | After talking to her in Irkngthand, she starts following you. | 50 | 3 | ||
KatriaDG | Lost to the Ages | Katria can be used for other quests, but only by breaking her own quest, which is fixable but not advisable. | 50 | 3 | ||
Maurice Jondrelle | The Blessings of Nature | After retrieving Nettlebane and talking to Danica Pure-Spring, he will engage you in conversation and ask to come with you. | 15 | 3 | ||
Mercer Frey | Speaking With Silence | Follows after helping you break into Snow Veil Sanctum. | 50 | 3 | ||
Orthorn | Hitting the Books | Free him from his cell, and talk to him. | 10 | 3 | ||
Ralof | Unbound | Accompanies you if you chose him during the opening sequence in Helgen. If you side with the Stormcloaks in the Civil War, he will also join you on several related quests. | 50 | 3 | ||
SeranaDG | Bloodline, Chasing Echoes, Beyond Death, Unseen Visions, Touching the Sky, Kindred Judgment | In Bloodline, she is a regular quest follower. In later quests, she will take orders and trade items like a permanent follower and takes up the follower slot, but cannot be dismissed. Between certain quests, she may be dismissed and told to walk ahead to the next location. | 50 | 3 | ||
Sinding | Ill Met By Moonlight | Briefly follows you for the duration of the quest, if you choose to spare him and turn the tables on the hunters. He will be in werewolf form, and is capable of flinging opponents across distances much like a player werewolf, although his throw attack is not fatal. | 1 | 3 | ||
Thonnir | Laid to Rest | 3 | 3 | |||
Thorald Gray-Mane | Missing in Action | If he dies, you will fail the quest. Avulstein Gray-Mane, Geirlund, and Vidrald will also stop following you. | 50 | 3 | ||
Valdr | Moss Mother Cavern | After healing him, you can opt for him to accompany you into the cavern. | 25 | 3 | ||
Vidrald | Missing in Action | He meets up with you when you meet Avulstein Gray-Mane outside of Northwatch Keep (if you agreed to have him along to help you). | None | 3 | ||
Vilkas | Purity of Revenge | Will replace your permanent follower. | 50 | 3 | ||
Animal Followers | ||||||
Barbas | A Daedra's Best Friend | Barbas is the only temporary dog follower in the game. He also barks, whines, and pushes you incessantly if you drag him away from his quest, however he is invincible and will continue to follow and fight for you no matter where you bring him. | 45 | 3 | ||
Gleda the Goat | A Night To Remember | Gleda will not fight, and can not be spoken to. She will follow you until you return her to Ennis. | 3 | 3 |
These followers are only present during certain Dragonborn quests.
Name | Quest(s) | Notes | Max Level | Moral | Essential | Usable in Other Quests |
---|---|---|---|---|---|---|
Frea | The Temple of Miraak | None | 3 | |||
Neloth | The Path of Knowledge | 60 | 3 | |||
Tharstan | Lost Legacy | Will not fight. | 1 | 3 | ||
Animal Followers | ||||||
Bilgemuck | The Chief of Thirsk Hall | 7 | 3 |
moveto player
console command, or to wait.To meet our site's higher standard of quality, this article or section may require cleanup.The user who placed this here had the following concern: Entries need to be tested and properly formatted, and non-fix subheadings need to be integrated or removed. To leave a message about the cleanup for this article, please add it to this article's talk page. |
prid (RefID)
to target a lost follower and then use the command moveto player
to place them at your current location.addfac/addtofaction 0005C84D 1
. This will not entirely restore the follower's dialogue and script but it will allow you to recruit followers if needed.