816 comments

  1. trainwiz
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  2. Kursings
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    The sound effects in this are incredibly loud, but my other effects are fine
    1. trainwiz
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      Which sound effects?
    2. Kursings
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      At 0:05 and 1:02, I hear some loud sounds but its mainly the constant one at 1:02 . I coc'ed to the residential district and it never stopped, was headache inducing

      https://www.youtube.com/watch?v=PIzrl6ptGkg

      EDIT: I am also using AURA if that information helps, but its only the sounds in this area that are really loud, no idea how to adjust them
    3. trainwiz
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      That's definitely odd since these are vanilla sound effects, but I'll take a look.
  3. LibraN3nk0
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    Hi Trainwiz, big fan of your Skyrim work and now trying out for the first time your OG. I just arrived to Clockwork City and finally got Seht's Legs, but for some reason they cause my active effects list to disappear and my fps to drop badly, any idea what could be causing that? Also its enchantment seem to be stuck in 5% resist shock, don't know if that's normal.
    Great mod so far anyways. Thank you.
    EDIT: Nevermind, the Legs' enchantment varies as intended and the other problems are an incompatibility with the UI Expansion mod.
  4. Psychlonic
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    After spending some hours working my way through the new update, I feel as though the single biggest thing this mod could use are... a couple opportunities to take a break from it.

    It's very interesting and currently things seem intuitive enough. However, it does take quite a bit of time if you're like me and unfamiliar with the mod and trying to figure things out for yourself. Everything seems provided for you somewhere or another to where wanting to take a break isn't because I need to resupply or grind because it's too difficult, rather I just need a break because the play is such a departure from Morrowind as I know it that's been keeping me coming back all these years.

    That's certainly not to say it's bad. I quite enjoy the challenge and there appear to be powerful rewards. The shake-up in game play is nice but that style of shake-up remains constant for hours on end. I think this is why this mod appears to wear out its welcome with so many players, there's no escape from it until you're done which is a loooonnnngggg time. Pretty soon distaste appears for what should be an amazing experience and from what I've read prior to trying this out, most players seem to breathe a sigh of relief when they finally get out. That's honestly a shame because the detail is incredible.

    At the very least, the Clockwork City itself seems like the perfect time and place to allow the player to do something else if they choose. Their separation from society at large is of their choosing, not their lack of capability. Literally at the most crude level, someone who sends you back to the normal game world and you can then return to that same place later. Considering the attention to detail shown in the mod, it would take some thinking to explain the why and how this is done but I honestly believe it would significantly improve reactions to the mod. The player would gain no significant advantages from doing so and would give them an opportunity to return fresh without feeling burned out.

    Beyond this, it's great. It's almost like the ashlands - it fits perfectly and does what it's meant to in lore so well I think that's why the above applies.

    Either way, just my thoughts to be ignored. Thank you for the hard work!
    1. trainwiz
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      Giving a way back to the normal world once you reach the city is something I'm considering with an upcoming update.
    2. Tileos
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      Yeah I completely agree while I’m really hyped to play sotha sil expanded 3.0 but being able to go
      back to Tamriel once you reach the clockwork city would
      really improve the experience. And congrats on 3.0 release this really inspires me to start modding morrowind which I’ve been interested in for awhile.
    3. Psychlonic
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      Just want to add that I hope nobody is turned away from the mod from this comment, it really is quality I simply felt that most of the "pros" of the mod have been well covered from what I'd read prior to playing.

      Some people had commented that just reaching the Clockwork City was tedious in the past, but I never got that impression from my playing through in this update. Challenging, yes, but the hints are there and everything is just enough to make your mind work for it as should be the case. It feels fitting for Sotha Sil, who you could imagine built everything for his own amusement and has left the working bits in a "held together with duct tape" state because whatever, it still mostly works and he's more interested in exploring the fabric of reality. I even found myself writing down the pattern to pass the oil ocean like it was the 90s again.

      I feel like any further concessions would take away from that.

      Honestly, I largely appreciate this mod. In vanilla, by the time you reach this point your player character is probably incredibly OP anyway so it's a refreshing change from having to set your own limits on how you move forward to retain a sense of challenge. Again, and without sounding like a huge asterisk, thank you for the hard work. :)
    4. Povuholo
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      Being able to leave and come back would be a nice option to have indeed!
  5. eledin
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    Hey HisRotundity!
    According to v3.0 changelog,
    Fixed various script issues that would cause the mod to not work in OpenMW.


    Does it means that you no longer need console commands to progress (aka, is it doable now with OpenMW?). Up until now i was holding this mod back, but i can't wait to try it out. 

    Thanks!
    1. trainwiz
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      HisRotundity was the mod hoster, he's not around.

      It is now doable with OpenMW (probably?), as I went through and fixed the scripts that were causing those issues according to user reports.
    2. Capostrophic
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      To my knowledge it has been doable in OpenMW for years. A minor quest wouldn't be available due to a script error.
    3. eledin
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      Cool! Thank you for the heads up.
  6. AwsumGuy
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    Does the update need a new save?
    1. trainwiz
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      Generally speaking, yes. But if you're any good with Wrye Mash, you can use that to update it without much issue.
  7. grasscid
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    oh man, I was looking for an excuse to replay Morrowind and this update may just be it! Thanks Trainwiz :D
  8. Tileos
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    let's f%$^** GOOOOO!
  9. sharan45
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    New update lets goo!!!
  10. Macbone
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    Woohoo! Congrats on 3.0's release!
  11. Povuholo
    Povuholo
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    Congrats on the 3.0 release! I get the sense that summer 2025 is going to be a great time to start a new Morrowind playthrough, with this mod and others.