836 comments

  1. trainwiz
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  2. Izgramortrue15
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    Hi, just wanted to say GREAT MOD. I translated it, went through it twice to minimize bugs. There are a few questions:

    1 - in the room with Pocket Cabal while selecting - Might or Magic, an error related to voice acting pops up. Exactly during the selection. So the voiceover works and even the error can be ignored. But I'd like to understand if it's just me or not. I didn't see the error in the code.
    2 - During the quest to find Miri we go on the pipe behind her house. According to the guide in this pipe there is a secret lever with a room where you can get the Hammer. I found the lever, but activating it does not open the door. Also, because of my translation the lever does not work, I do not know)

    3 - I killed more than 10 inhabitants of the Slums and had to activate 4 shrines in the corners of the Slums to start talking to me, but after talking to Archicanon it was enough for me to just go into the Slums and the quest was counted. Maybe because I was just poking those Shrines while running to the quest...

    4 - While Almalexia is talking a lot before the fight, she immediately speaks all 3 of her lines along with her voiceover - at once at the same time... Also don't know if it might be related to the translation.

    Once again, great mod)
  3. rabiddoughnuts
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    hey, is there a reason it says it needs OAAB_DATA? it says in the faq that the only requirements are tribunal and bloodmoon, I just wanna make sure before I go in and edit that requirement out
    1. trainwiz
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      We use a bunch of OAAB stuff now.
  4. Jyggalagpuff
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    Hello, is the latest update now OpenMW compatible?
    1. trainwiz
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      OpenMW itself seems to process some of the new model colliders wrong for reasons I can't understand, so it is compatible, but there might be areas where you have to turn off colliders.
    2. Jyggalagpuff
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      If we already have "GDR_MasterFile.esm" from another mod do we have to use this one?
    3. trainwiz
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      No, the resource files are identical.
    4. Jyggalagpuff
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      Would this mod "fix" the OpenMW issues? Sotha Sil Expanded - Skip Clockwork City Quests (plus new rewards) at Morrowind Nexus - Mods and community Technically because it skips the levels with all the moving platforms, etc.?
  5. Aliceinhell1999
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    Hi, came here from your Fyr Manor for Skyrim and loving it so far. I'm running version 3.0 on Openmw RC7 and have encountered a minor problem during the main quest, when I needed to confront the arms dealer (quite literally) in the Temple district, but I wasn't able to bring up the topic "augmentations" in the dialogue. I tried using addtopic in the console, still nothing happened. I'd like to know if this is intended, that I need to finish the quests in the other districts first, or is it that my game has managed to break itself yet again? Thanks!
    1. trainwiz
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      I just did this quest, and so long as it's the arms dealer that's outside it should progress.
  6. Sweezly
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    Whoever voice acted the pocket cabal sounds alot like Wes Johnson doing the breton voice, it's pretty cool but he also never replaced the batteries in his smoke alarm and now we're forever cursed to hear it beep whenever he speaks.
  7. AviatorJin
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    The 2014 patch should be used with version 3.0? It's not very clear and not described anywhere.
    1. trainwiz
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      No. That's patch 2.2 and 11 years outdated.
    2. AviatorJin
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      Thanks! It was just weird that it was still optional...
      Never used your mods for Morrowind before, but your mods for Skyrim are the best :3
  8. Prime2911
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    Awesome, the update finally arrived! Time for me to start fresh and fumble in the dark until either I finish the mod first or that one walkthrough gets updated first.
    1. trainwiz
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      Most of the walkthrough will still be largely valid.
  9. Folcro
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    Just wanted to say I was over the moon when I woke up and saw this update finally arrived (but our records don't show from where). Thank you for your hard work, and I can't wait to get back into your Clockwork City!
    1. Dagothane
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      Yes, this is an awesome mod and thanks for keeping it updated.
  10. 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. Zhofe
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      This is why Tribunal and SSE are usually the very last things I do with a character. Returning to the normal world doesn't make a lot of sense with how Tribunal is structured, and even after I'm done with SSE returning to Morrowind feels a little weird, and hollow. It feels like after all that I've done and seen that there's not really a place that I can return to, or anyone I can connect with. I usually close out my game with my character leaving their artifacts in Fyr Manor, and then making a final save in the portal room, or on the deck of Stormrider heading east.
  11. 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.
    4. Kursings
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      Thanks, I should also mention that the sounds don't seem to be affected by any of the volume slides except for master volume