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Plotinuz

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This mod integrate Caranthir Tower Reborn into the rest of the game, and allow its powers to be researched by the player based on the growth of the character's skill. Spell Research (v 2.2.2.) alchemy is used extensively as ingredient base for tomes, scrolls and summons. Snowglobes are turned into craftable Phylactery you have to create yourself.

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Updated! Fixed the bug where the Guardian was invulnerable. See patch notes.

New update: Caranthir Tower in Wyrmstooth have made a patch Caranthir Tower Quest Expansion.
New update: AndrealphusVIII kindly fixed inherited issues from Caranthir Tower Reborn that my expansion reinserted if you used the expansion with the updated version of the tower in Wyrmstooth. 1.3 version is his fixed file.

Requiem patch for the tower

Quest start is changed. See end of this note.

Darkfox's excellent player home Caranthir Tower Reborn is the perfect wizard home.
But you do not have to be very Wizardly to unlock and research its secrets. No longer. 

With this expansion I have tried to mesh the buildup of power to an expected player level. As you grow in skill and power you will be able to unlock more and more of the tower. 

Lorebooks on how to do so are found at the locations of the previous snowglobes, and at a secret location in the library.

This mod make it a requirement to master the alchemy system in Spell Research mod to roleplay the scholarly activities that one would expect a budding wizard to work on and eventually master.

The goal is to integrate the tower into the rest of the game, and to allow its powers to be given out to the player based on the growth of the character's skill. 

What exactly is it that this mod do?

1. It exchange the "find the snowglobes" task into a "create Phylactery task". All snowglobes have been replaced with lore books (that give you conjuration training) "penned" by Caranthir himself and which contain a recipe to craft the "Phylactery" (Snowglobes).

2. Snowglobes have now been renamed Phylactery.

3. These phylactery will require Conjuration perks (Apprentice, Adept and Expert), an "Aetheric Sympathetic Anchor" and four alchemical reagents from the Spell Research mod. Additionally some of them will require knowing a particular spell (it is described in the lore books) for you to be able to craft a particular Phylactery. 

4. When the Phylactery are created, they will fulfill the "found snowglobe" requirement, and you will be able to use the Conjuration altar (as long as the phylactery is in your inventory) to Conjure the creatures.

5. The last and strongest phylactery will require a particular conjuration master quest to be fulfilled to be able to create. And a certain rare "Aetheric Sympathetic Anchor" that require a particular magely skillset to aquire.

6. Spell Research is required. The recipes for the phylactery and the spells are based on dissolving alchemical ingredient (and POTIONS) and crafting reagents in the Alembic crafting station. Please note that some alchemical reagents are impossible (or at least vastly more difficult) to get without deconstructing POTIONS in a cauldron or the alembic.

7. I have added recipes for the Ayleid coins. You will find many naturally as you open the tower, but you will no longer be locked out of content just because you have not found every-single-one of them. You can craft them at the forge (added condition that the perk forgemaster is active. So only the forge in the tower is possible to use) in batches of 5 by combining a silver ingot with appropriate Spell Research reagent(s).

8. The useless alembic is now replaced with an useful alembic from Spell Research.

9. The mana and health founts are inactive until you have mastered a certain conjuration. Lorewise it is because it is that conjured creature together with the Tower that generate the magic and life buffs. The Ayleid description give a hint to the conditions. Link to Ayleid Dictionary

10. The scroll recipes are redone. You will have to have ink in your inventory, know the spell, have 25 skill (novice spells only 10 is neccessary) in relevant spell school, a scroll and have the appropriate strength Agea (means Magicka in Ayleid) reagent in your inventory to craft. The idea is that while Spell Research allow you to craft scrolls at the cost of mental exhaustion, this scroll station will allow you to use distilled magicka to empower the spell in the scroll instead of doing it "manually". It is possible to abuse this if you set up a Spell Research reagent production line of Agea reagents, scrolls and ink. But considering the time it will take to research expert and master spells, or the expense of buying the tome or....any other way to cheese it, I would rather try to balance the conditions of using this feature to a reasonable degree that is supported by lore instead of making it so hard to use that it is in practice useless. 

11. Spell tomes are also balanced in a similar manner. You will have to have a PERK at appropriate tier (no cheesing with just skill level) to unlock crafting. Ink, leather, paper scroll and an appropriate mix of judiciously chosen Spell Research components (that are possible to get. I have checked) to craft them at the Spell crafting station. I set this up as an extension of doing regular spell research, but using reagents directly instead of analyzing them for archetype experience. It was that or disable the whole thing altogether. No spells have been added, but any prospecting modder can open the mod in SSEedit and see how I have set things up if they wish to create a patch that allow for more spell creation at this crafting station. I am personally more in favor of using spell research, but to each their own.

12. This mod is meant to be in used in conjunction with the "Requiem - Caranthir Tower Reborn" Patch. That patch overhauls spell effects, summons, npcs, and gear in an attempt to Caranthir Tower as a Mage Tower in a Requiem playthrough. It is not REQUIRED however. This mod is a standalone that will work well with Vanilla and Vanilla+ setups.

13. Quest start have been changed
Character must now be level 20 and have completed one of the following quests to be visited by quest start character:
- Discerning the transmundane.
- Revealing the unseen
- Unfathomable Depths.

The reasoning is as follows. 
Having read the Oghma Infinitum or, been revealed the secret existence of powerful magical artifacts in Skyrim, or received the Ancient Knowledge perk, the character have also been made aware of the secret existence of Caranthir Tower and created enough "etheric vibrations" that can be detected by the quest start character. 

The Tower is an artifact created with the help of the Dwemer, and in all of these quests, the player will be introduced to some of the secret knowledge of the dwemer, and it can be assumed that the player can have a good chance of surviving the trials to come.


Plans for the future. 
It would be nice to integrate more mage related quests and activities to the tower. There was also this wild idea to set up a quest where you activate the tower as a mana generator. 
With some vortex effect similar to what you see during the Potema summoning quest. Swirling around the tower to charge the battery. Visible from a distance. Tied to holding a staff in your hand. But that type of modding is out of my league. So I tied it to something else instead.


Placement of the mod.

Caranthir Tower

(Optional) Requiem
Caranthir Tower Reborn Expanded

(Optional) Requiem - Caranthir Tower Reborn (Separate mod)


All credits go to Darkfox for his excellent mod.
This is just a patch.
Enjoy your game.
Plotinuz

0.5
Modder AndrealphusVIII got permission from Darkfox to republish the entire mod (not just a patch) and moved Caranthir Tower Reborn to Wyrmstooth. Caranthir Tower Reborn Expanded inherited several issues that were in the mod (I replaced items all over the tower, and some outside, and thus touched a lot) and my patch then overrode the fixes AndrealphusVIII had made.
After discovering this, AndrealphusVIII kindly fixed my expansion, and this update is his fixed file.
I encourage anyone that have not already done so to try out the Wyrmstooth mod, and the latest and most updated version of Caranthir Tower Reborn in Wyrmstooth. Have a nice game.

0.4
Changed the model of Caranthir's robes from college student to Telvanni robes. 
Added changes to how the quest starts. (Thank you Sacratellus!)
Character must now be level 20 and have completed one of the following quests to be visited by quest start character:
- Discerning the transmundane.
- Revealing the unseen
- Unfathomable Depths.
The reasoning is as follows. 
Having read the Oghma Infinitum or, been revealed the secret existence of powerful magical artifacts in Skyrim, or received the Ancient Knowledge perk, the character have also been made aware of the secret existence of Caranthir Tower and created enough "etheric vibrations" that can be detected by the quest start character. 
The Tower is an artifact created with the help of the Dwemer, and in all of these quests, the player will be introduced to some of the secret knowledge of the dwemer, and it can be assumed that the player can have a good chance of surviving the trials to come.

Changelog:
0.3
Redid all scroll recipes.
Now you do not have to be more than skill level 25 to craft any scroll, but you must know the spell, and use an Agea of appropriate strength to craft it.
Agea = Magicka in Spell Research. It basically empowers the scroll instead of mental exhaustion as caused by Spell Research scroll creation.
This would allow for the magely scholar that have researched high level spells, but cannot cast it themselves yet, to craft a set of scrolls and take with on adventures.
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