This page was last updated on 21 April 2025, 4:04PM
Changelogs
Version 3.0
*The sewers of Sotha Sil have been replaced with a new area and memory matching puzzle, which stars a returning lore character and favorite of mine. If you don't like him, that's fine. Just know that I'm in your walls.
*Fabrevar and Gestalt now have new voices (with Gestalt integrating the Gestalt Revoiced mod).
*Tons of additional detailing and lighting in various cells.
*The sewers still exist as an optional side area now, with their own reward.
*The entire Clockwork City and Fabricant Foundry now have signposts to help you better navigate my deranged nonsense.
*The Fabricant Foundry now provides telekinetic worker rings, to better help sort through the various deadly garbage you'll be faced with.
*Fabricant Foundry puzzles now have lights that indicate when a sector is repaired and item weights have been rebalanced.
*While killing mad fabricants in the slums will still cause the denizens to hate you, there is now a new quest that will allow you to seek penance and forgiveness for your horrible actions. To begin, talk to the Archcanon after you royally screwed the pooch.
*New models for things like power cores, the Clockwork City's sun, as well as improved textures for things like the fabricant Tribunal.
*Various ambient sounds have been replaced to be more modern and less grating.
*Guide fabricants have been added to each district of the city, who can provide helpful directions.
*Your strength attribute can be used to bypass several small puzzles, including allowing you to break glass, carry more garbage in the disposal area, and more.
*Various areas in the city and dungeon that could previously softlock you now have ways and ramps out of them.
*Added Sotha Sil's pauldrons, robe, staff, and crown once the main quest is complete. All of these are vastly more powerful in the hands of a master enchanter, much like Brass Daddy himself.
*Added various missing icons for items in game, such as quartz ore.
*Sotha Sil's mask (now his crown) has a new enchantment and powers.
*Changed Subori's quest to be about following various bottles.
*The runaway train sidequest now has a nonviolent solution.
*The Chamber of Soleh is now a single area, with more queues for the invisible bridge puzzle.
*Added sound queues to the radio tower box collection sidequest.
*Added non-sneaking based solution to the Slums main quest.
*Industrial district main quest now involves tracking down visible lightning blasts, and has multiple solutions for various stages in the quest.
*Temple main quest has been shortened and made less tedious, including reducing the radius and locations of the liches and removing various pointless stages.
*Added new original artifacts in Sotha Sil's Lab.
*The Vault of Magnus will allow you to bypass its puzzles provided you have mastery (100 >) in the associated skill.
*The Valley of Udok's puzzle has been redone to be more navigable and based around color matching, and is no longer instant death upon failure.
*Vast amounts of optimizations done in various areas, including the Clockwork City itself (which now runs at playable framerates!)
*A huge amount of new models, including signposts, lanterns, TUBES, wires, spheres, tunnels, and more, all appropriate or based off the existing Sotha Sil tileset.
*Imperfections, Fyr Manor Modules, and Pieces of God are now able to be detected via the Detect Key spell effect.
*Fixed issue where augmentations didn't work.
*Fixed various script issues that would cause the mod to not work in OpenMW.
*Reduced number of enemies throughout the mod, except where appropriate.
*Hall of Delirum's meshes are now separate from Ghostfence meshes, allowing better compatability.
*Fixed bad integration errors that prevented various doors from working.
*Almalexia will now reset herself if you Darth Maul her off the ledges of the final battle arena. You have to do it PROPERLY, with swords, like Todd intended.
*Fixed various bad colliders that could cause you to fall through stairs.
*Fixed mismatched icons on ceramic armor.
*Fixed missing textures for various meshes.
*Fixed softlock that occurred with moon sugar crates in the Residential main quest.
*Fixed exploit that would allow for infinite Ceramic pauldrons from the High foremer.
*Fixed quests that wouldn't mark themselves as complete.
*Fixed issue where the Sanctum of Serlyn couldn't be completed.
*Fixed lighting issues in the depths.
*Fixed issue where various lifts wouldn't function correctly, at least visually speaking.