1984 comments

  1. knotseawerewolf
    knotseawerewolf
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    I need to get this thing out of my game. I've done everything the robots asked, the journals, the dead body, the broken pipes. All that's left in the journal is to enter the Travel Machine. It keeps spitting me back out, I've tried every button. I've talked to the robots and they've got nothing new to say. I can't find the answer for this anywhere and I'd like to get this out of my game without killing it.
    1. antistar
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      Sounds like random script engine failure, I'm afraid. Please see the FAQ for more info. (The short version though is to load an earlier save.)

      Failing that, if you didn't want to complete Clockwork, you'd need to use the coc console command to teleport to somewhere back in Skyrim.
  2. Nymzz
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    For the people that saw the lever before going to Amalgam and thought to themselfes :" I'll probably dont need this lever, lets leave it here.."

    Player.additem 32586137 1
    1. antistar
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      Just to add to this: The first two digits will vary depending on the position of Clockwork.esp in your load order.
  3. XavenaNexus17
    XavenaNexus17
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    Where did Amalgam go?

    Context: After dealing with Lamashtu in the gilded chambers. I thought of showing Amalgam to her. But it's not there.. Is there still a side quest for it? I haven't seen anything on the wiki for this mod. Thank you!
    1. antistar
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      Amalgam being gone if you return to where you last saw him is a semi-secret Easter egg kind of thing (since you don't have to return there) to show that maybe Lamashtu was right to be sceptical that he was actually "dead".

      Amalgam's fate is a mystery. No need to worry that you're missing a side-quest or something.
  4. slepyoneshot1
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    This mod wasn’t a very fun experience for me. I downloaded it as part of a massive VR mod pack and it’s just so long and boring. It starts off great with this spooky vibe that just instantly disappears in favor of tedious fetch quests, constant backtracking, and a maze like map. The characters are uninteresting at best and downright boring at worst. The amount of effort put into this mod is staggering. I found myself actually complimenting the writing of the journals at the start. The main issue I have with it is that it takes 6+ hours to finish. The quest should not have forced you to back track into the Dwemer ruin twice in order to leave. I think that you’re incredibly talented, but you made a couple design choices that infuriated me on my early play though. I think if I had downloaded this mod alone and knew what I was getting myself into, I might have enjoyed it, but the way I experienced it felt like a chore.
    1. ViperHeim
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      Have to agree. I stumbled on this mod in my LoreRim modlist playthrough and I'm just finding it boring to the point where I'm finding more entertainment from reading comments in this forum than the storyline. Forcing me to go back into this big dungeon over and over is incredibly annoying. I've just resorted to enabling god mode and clipping just to get back to Skyrim.
  5. GhostalWaves
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    So I’m at the part of “Crystalline Heart” where I need to follow Lahar’s instructions, but he walked away and I can’t open Lamashtu’s chest plate. Any fixes? Or am I just bugged?
    1. antistar
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      Probably random script engine failure, unfortunately; please see the FAQ for more info.
  6. capitalist25
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    I generally don't post to these things but I have to say this mod was really well done, almost too much so.  The visuals around the house were great, but the psychological aspect caught me off-guard.  The shadow woman following you around in the tunnel in the beginning was SUPER creepy, scarier than most of the "horror mods" I've played.  Even creepier, though, were the two gilded and the general atmosphere in the house, just this general ominous sense of "everything is perfectly okay -- except for that one thing we're not telling you, and by the way, you can check out anytime you like but you can never leave."  I found myself actually feeling really bad for the gilded in the dwemer ruins below the house.  They "lost themselves" and became hollow, hostile shells.  It reminded me of people I've known with Alzheimer's.  The idea of losing one's mind is both sad and absolutely terrifying.  Usually I tend to skip through a mod's backstory and get tired of reading monologues, but the mystery and story in this mod were masterfully developed, only a little bit revealed at a time, to the point where when I had the option to ask one of the characters more questions at the end, I just HAD to know.  Finally, when you get to the end and things are more or less resolved, one of the main characters says "there are only two of left here now... you can STAY."  It really tugged on my heartstrings, because I know that I couldn't stay, more battles to fight and mods to play, but I wished SOMEBODY could have stayed to keep those two company.  On a technical note, this mod was almost totally bug-free, just had to console to workaround getting "stuck" when I tried to use the traveling machine immediately after fixing it.
    1. antistar
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      Hey, thanks - glad you liked it.
  7. reececharlton02
    reececharlton02
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    After completing everything, I am stuck with the "enter the travel machine" objective. No matter how many times I go back through it the quest never completes :(
    1. reececharlton02
      reececharlton02
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      nvm just used completequest in console 
  8. MickeyDinglechalk
    MickeyDinglechalk
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    I know this it probably going to get buried, but it won't work when I try to go thru the teleporter, what do I do?
    1. antistar
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      Probably random script engine failure, unfortunately; please see the FAQ for more info.
  9. Draktharrs04
    Draktharrs04
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    Welp, i spawned in a random cave after dieing. I can't go back to the Clockwork Castle. Does anyone know the ID of the "Recall to Clockwork Castle" spell? So i can try to go back?
    1. antistar
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      The safest option would be to load a save from before you died - and you definitely don't want to cheat in the Recall spell at this stage of the quest, in case it breaks things - but you could try using this console command to teleport back to the castle main hall:

      coc clwcastlemainhall

      If you know which cell you were in (the cell EditorIDs can be found using xEdit), you can substitute in the appropriate EditorID.
  10. Nawojka
    Nawojka
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    Is it possible to move your whole family to the castle? I don't have see Bless My Home spell.  I don't have Multiply Adoption mod. I thought this spell is added through Clockwork as well?
    1. antistar
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      No, the "Bless Home" power is from Multiple Adoptions; you'll need that mod to be able to move your family into Clockwork Castle.