Wizard's Tower Addon
From Oblivion Mod Wiki
|Thread(s):||Official Forums thread, TESSource discussion thread|
|Last Updated:||July 8th, 2007|
|Requires:||Orrery, Wizard's Tower|
|Download(s):||TES Nexus, Planet Elder Scrolls|
This started out as a personal mod. I paid for the Orrery, and didn't much like it. I paid for the Wizard's Tower, and while I was indeed pleased with it, I felt it just needed a little more. So I added four (count 'em, FOUR) buildings outside that contained some features I felt the tower was originally lacking. It took a lot of work - more than it seems - and even more to make it acceptable for the public. There are probably still a few leftover pieces I forgot to clean up when I was fixing the little details, and you can just let me know if there are.
So like I said, there are four new buildings. Outside Frostcrag Spire, you'll find:
- A chapel of the Nine Divines, right beside the tower. Features all ten altars.
- An Orrery. Should be obvious... I think I'm going to make a version that removes this dependancy some day.
- A reusable gate to Oblivion. The chamber's jutting out from one of the walls. The blue stone opens it when it closes.
- An all-purpose cellar, beside the Gateroom. Has a number of shelves and cupboards.
- A secret room...should be obvious WHERE it is, but you might have trouble finding how to open it. I'll leave that up to you.
The Frostcrag Orrery is a little different than the Imperial Orrery. I made some changes to make it work, and they are:
- You don't recieve powers from the console.
- It's a bit brighter.
- There's no quest for it (obviously).
- There are no sounds.
- Some of the lights have been taken out.
 Fixes in 2.0
Finally added functionality for the altar in the secret room. Instructions are in the mod, on the table beside it. Changed around the Gate Room script a little; it should work better now.
 Additions in 2.0
Added the Museum, the Study, another secret room and The Whitespace, for storage... it can be found in the original secret room. I put it there because I felt the room just didn't do enough. Added the stables outside. Cut out pieces from the Orrery mod and put them in as seperate items, like in Morrowind. This is because I wanted more reliance on the Orrery mod since I felt just another Orrery wasn't enough incentive. They can be found in the study.
This mod RELIES on the official mods DLCOrrery.esp and DLCFrostcrag.esp. Without these plugins you cannot use this mod.
I had opinions similar to LostInGeneral's after purchasing the Wizard's Tower. The Wizard's Tower was worth the price (to me, at least); it was actually a unique mod with some interesting features. But, I still thought it was missing some things that would make me use it as my home, constantly. This addon doesn't add everything I would like, but it certainly helps. The chapel is quite useful, allowing you to gain blessings without traveling to a town. The added Orrery, well, I could do without, but it may interest some people. The added cellar is something I thought was useful. I didn't really like the storage area in the original mod. The reusable Oblivion gate is very helpful, even though it's a bit "cheaty." I really missed being able to gather Sigil Stones and loot from Oblivion after completing the main quest. The secret room is...interesting. As LostInGeneral said, it's easy to find, but not easy to open. I won't spoil the surprise. One of the only downsides to this mod is that it requires the Orrery. But, if you have both the Orrery and the Wizard's Tower, and thought the tower was missing some things, definitely try out this mod.