About this mod
A Large-Sized, Vampire/Necromancer-themed Tower, Player Home and Dungeon.
- Requirements
- Permissions and credits

-)Spire Undercroft - Two Guest Rooms, Servant's Quarters, Kitchen (with Storage, Cooking Spit and Oven) and Bathing Area for Guests.

-)Created to support excellent mods like Dead and Daedric Guardians as well as Practical Necromancy. Use these mods in combination with this to fill your Dungeon with defenders to defend against the Adventurers.
-)The Forge (with storage and various amenities) can also be found here. The Spire links directly to the Crypt via the Undercroft (the passage can be revealed behind a Fireplace by using a nearby Pull Chain).

-)Custom Assets - Various custom assets were created for use in the exterior and interior of the Spire varying from Towers and Walls to Pillars and Platform variations. Each asset is designed to fit within the existing Vampire aesthetic and utilizes vanilla textures.
-)Small number of Unique Displays with support mostly for Dawnguard items. These Displays can be found throughout the Spire and Crypt.
-)Total of 19 Planters scattered throughout the main Spire and its exterior.
-)Lore Books that cover the lore of the Spire and the wider backstory that runs through all of my current (and future) mods.

-Darkfox127's excellent Creation Kit tutorial series on Youtube.
-GGUnit for offering an overview of his lighting method on LUX.
-LOLICEPT, for LOLICEPT's Resources
-Liam/LWatson95 for Liam's Clutter Resources
Compatibility
-LUX - There is a basic patch for LUX in the Optional Files that swaps the lights and ImageSpace out to their LUX counterparts.
***This mod was made on Skyrim version 1.6.1170. In order to use this mod on versions older than 1.6.1130 you'll need to use BEES.***
-This Mod is larger in scope than my previous mod Castle Malkast and as such makes far more extensive modifications to a variety of exterior cells. With this in mind I fully expect some incompatibilities to arise.
-There are several optional patches available for use. Dead and Daedric Guardians and Practical Necromancy patches only modify the Factions used to ensure the Adventurers attack your Guardians and are attacked by them. The patches for Hammet's Dungeon Pack 1 and EasierRider's Dungeon Pack resolve some navmesh or exterior issues that occur when using them with the Spire. It goes without saying that these patches should be loaded BELOW the required mods in your load order. Each patch is flagged as ESL, though the LUX patch is not flagged as ESL.
-Unlike Castle Malkast this mod was designed on Skyrim SE version 1.6.1170 and Creation Kit version 1.6.1378.1. If you want to play this mod on a Skyrim version older than 1.6.1130 you'll need to use BEES alongside.
-A large exterior area had landscaping and navmesh work done to it to support the Spire and its environs. This may cause issues with other mods that alter the same cells. The exterior cells modified are: (Wilderness 31, -29)(Wilderness 30, -29)(Wilderness 30, -28)(Wilderness 31, -28)(Wilderness 29, -28)(Wilderness 29, -29)(Wilderness 31, -27).
-Four interior cells are added by this mod, three of which are Player-used and one of which is only for Testing purposes.
-Performance-wise I have a pretty old rig (GeForce GTX 1650, 16GB RAM and an AMD Ryzen 5 5500). On pure Vanilla Skyrim with max settings I get a very steady 60fps in all areas of the Spire at Ultra Graphics. Depending on your texture/mesh replacers, your ENB and your rig - your results will vary. Roombounds and Portals were created to help with performance in each cell.
-Script usage in the mod is commonplace but I made efforts to ensure there are as few background scripts running as possible. In my own tests (using a script heavy mod order) I didn't encounter any issues, but I don't discount the possibility of it happening.
-Parts of the final Chamber in the Crypt were not navmeshed owing to the roughness of the terrain. This was a conscious choice on my part after testing it with navmeshing which tended to result in followers getting stuck. In order to avoid this I removed the navmesh completely so your followers would not path to areas where they could get trapped. This will result in them not following you in some places in the final chamber in the Crypt and it is intentional.