914 comments

  1. Mustang052484
    Mustang052484
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    Absolutely amazing mod, very unique locations. I'm stunned that one person is able to make such an immersive mod like this. Imo it's more convincing than the base game. Bravo, endorsed.
  2. LordNecross
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    I have been following the Nordic Guide and I have made sure to get everything compatible in terms of patches as far as this mod is concerned, but I have encountered something that confounds me. I CTD when I enter the master bedroom. I don't know why. I used to use this mod in an older mod setup and it worked fine, and I really love this mod too so I want to figure it out.

    I tried moving it lower in my mod order and I am still getting a crash, it also occurs when entering the armory. I am very confused, I have a lot of mods, but I do not know what I could have that would conflict like this.
    1. antistar
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      Crashes like this - that don't happen to everyone - can be very difficult to diagnose. It could be caused by one mod - or a certain combination of mods - or a certain combination of mods and your save-game... or even just your save-game on its own.

      You could try doing a kind of binary search and see if you get lucky; disable half your mods (besides Clockwork of course) at a time to see if you can narrow down a particular mod or mods that is causing the crash. Disabling mods in and of itself can cause problems with existing save-games though, so there's no guarantee that will go smoothly.
    2. LordNecross
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      I want to try this, but that is a daunting task, the amount of mods I have installed is pretty insane, cause of the Nordic guide. I have poured over my Papyrus logs as well to see if anything is going on when I CTD, and apparently nothing is being recorded in the log, either the crash is so fast it doesn't log it or its not a kind of crash that would be found in the logs. TO narrow it down, it only occurs in the armory and the Master bedroom. As soon as I click on the door it opens, tries to load, then CTD. I will sit down and figure this out later, because I have no idea what sort of mod could conflict there, or if its script related.

      Something else to note, I tried loading it in CK through MO2, I went to the armory to load it up in CK to just look and figure out what objects could be conflicted by my mods. It crashed CK to try and render the room
    3. antistar
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      Crashing when trying to load the Armoury cell in the CK might point to a problem with a mesh and/or texture replacer you have installed.
    4. LordNecross
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      Thats exactly what I am thinking. I might be able to narrow this down now.

      Well I am still stumped as of right now, but maybe i will disable all my texture mods and mesh mods and slowly re-enable them, I wish there was a more direct way of figuring this out.

      I decided to just disable the mod for now, the amount of textures and mesh mods I have is tremendous, and I might encounter other issues while testing. I have asked the Mod guide creators some questions, and if he can help me figure it out I will be able to add this awesome mod back in.
  3. PureSmoulder
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    Yo, great mod. Love the Castle, the sorting scales may have single handedly kindled my interest in alchemy and smithing. Just wanted to report what might be a bug, or a mod conflict.

    When I use the Morthal Terminus Gate to go to the Castle, my followers don't come through. They remain stuck on the other side. They can go from the castle to Morthal however, and can use any of the other gates no problem. I haven't tried the gate for Raven Rock, Windhelm or Winterhold, so maybe they have problems too.

    The followers I have seen this happen with are Inigo and Lucien, both modded companions. Also, the Dremora summoned by the Sanguine Rose, altered by the mod Zim's Immersive Artefacts. I'm not sure if it's a mod problem, because of the latter, which is basically a normal conjured minion I think, but I guess you never know. I haven't tested it with vanilla followers yet, but I will try and follow up next time I can play Skyrim.
    1. antistar
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      Thanks.

      This is a known issue; there's a script on the Terminus -> Castle load doors that prevents NPCs from using them until the Clockwork quest-line is resolved. The Morthal load door is checking the wrong quest/stage, so it's remaining "closed" to NPCs. This will be fixed in the next update (when I eventually get time to put it together).
  4. LadyAndro
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    Hello! I've run into a bit of a snag in the main quest. I've just finished Steam Powered, but I can't get the next quest to start. I've tried reloading a save, using resetquest and setstage commands, but I can't get it to work. Any suggestions? I've played through this mod on oldrim, it worked great, and Clockwork remains one of my favorite mods!
    1. antistar
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      Sorry to hear that; I wish I knew the cause of these random script engine failures...

      I'm afraid I can't say anything more than what's already in the FAQ though, unfortunately.
  5. Drevan80
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    I don't want you to spoil anything but are we supposed to explore the first parts (the Velothi Tunnels) of this mod for valuable loot or useful items or is it just a great looking transport road to make us go wow on our way forward? Just curious.
    1. antistar
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      There is some loot secreted around the place. It's intended as a reward for extensive exploration, so some of it is quite well hidden.
    2. Drevan80
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      Thanks for the answer I will keep that in mind next time I use your mod (Has already finished that "DLC" with current character) so the tunnels are not available for me anymore.
  6. Scharesoft
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    Did anyone try to convert Clockwork into an ESM or set the ESM flag? It uses a lot of references and it would be great if we can minimize the total persistent count through.
    1. antistar
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      I have to admit that I haven't heard anything about any benefits along those lines from using an ESM rather than an ESP. Do you happen to have links to any information on that?

      I typically stick to ESPs as they offer much more latitude when it comes to arranging load orders.
    2. tarlazo
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      Not enough records to justify an esm.
      Better leave as it is, as antistar said.

      Found 30854 temporary and 1969 persistent (32823 total) loaded references in [05] Clockwork.esp.

      https://www.reddit.com/r/skyrimmods/comments/ag4wm7/psa_the_reference_handle_cap_or_diagnosing_one_of/
    3. antistar
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      Thanks for the info there; I've never heard of that before. It's good to know.
    4. tarlazo
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      @ antistar
      Thank _you_ for such an emotional mod.
  7. sc0rch1989
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    Just finished this mod completely in VR headset.
    Amazing experience, thank you for your work!
    This is my new home, now :)
  8. Drahala
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    Trying not to spoil anything. I have reached the place where I have helped Lamashtu and now we must go down below (intentionally vaugue), but Lamashtu is invisible. After helping her, all I can see is a floating dagger. Is this by design? I have clockwork placed fairly high in my load order, but MO2 is not showing any conflicts. Thanks.
    1. antistar
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      No, that's not intentional. When did her body go invisible exactly? Was it after she said a particular line, or after a particular event? (Posting spoilers is okay if you need to; just warn people that you are going to.) Lamashtu has a "wardrobe change" during dialogue before she joins you; is that when it happened?
    2. Drahala
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      *** Spoilers ***

      Yes, it happens right after I close her chest plate. She makes a small wailing sound, then a small explosion and then she is invisible except for her dagger.

      Edit:
      So I continued on with the story. We had a brief conversation about returning to Nurandal and then my Dhova had to sleep as it was late in the evening. In the morning, I approached her at her vigil on the roof and told her that I was ready to accompany her to Nurandal. She mentioned that we should go to the Direction Flow and that she should be able to open the locked door. She then cautioned me that she would be attacked and that I would be able to tell her apart from the other by her wearing something (I don't remember exactly what she said), and all of a sudden she was visible again, this time with a red tunic or something draped down the front of her. It looks like the problem sorted itself out, which is a relief as I was prepared to play this to the end, even if Lamashtu was invisible.

      I have read many of the posts on this site praising you for creating a "masterpiece", and I'd have to say that they are right. The story you have crafted is compelling and very interesting, and even though I have not finished it I find that I actually care for the characters in it, which makes the game play very fulfilling. The horror elements are very scary, the story line is poignant and the visuals are stunning to say the least. This is my all time favorite house mod.

      I first heard of it while browsing Skyrim videos on you tube and saw and entry for "The scariest mods". I was curious and watched the video, but it was not the horror elements that drew me in (although I love them too), but the depictions of the castle. I was blown away by how beautiful and photo realistic it looked. So I downloaded and installed because I wanted to live in this gorgeous mansion and found that I was consistently amazed by the skill and craftsmanship you put into each and every part of this mod from the initial finding of Camilla's note about the landslide, the visitations by the shadow, the way the tunnels changed after the cut scene (the massive piles of bones everywhere was my favorite, in fact when I read Camilla's last note that said "I will just stay here with the bones", I looked around and thought "what bones". After the visitation I understood and thought "well done"), the glass lake and all the detail you can see at its bottom, the castle itself and the interactions with the Gilded..., I could go on and on. I have thoroughly enjoyed every moment that I have played. The only thing I would add would have been a swimming pool or a pond deep enough to swim in, but this is clearly a 10 out of 10 even without a swimming option for the house.

      Thank you for your quick response to my question and more so for this incredible mod.
    3. antistar
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      Ah, okay; that sounds like a particularly rare bug - I don't think I've had a report of that before. (Sorry for the late reply; I just got back from a trip overseas.)

      And thanks; glad you liked it.
    4. Drahala
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      Your welcome and I hope you had a good trip.
  9. geraintwd
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    Hi, just read the bit on the description page about the courier coming to find you. I use a mod called Provincial Courier Service, which adds a courier office near the Honningbrew Meadery. You can then stop the courier from coming to find you all over the world by saying that you will collect messages from the office or have them delivered to your home (vanilla or DLC houses). This might be useful as an immersive way to stop him from teleporting to Clockwork Castle without breaking anything else. HTH :)

    EDIT: link to the mod https://www.nexusmods.com/skyrimspecialedition/mods/10623
    1. antistar
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      Thanks.

      Someone suggested a method to prevent the courier from visiting during the Clockwork quest-line that I mean to try out. I just need to get time to do an update (and I'm busy with FO4 modding at the moment.)
  10. monesq
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    I found Isidor dead in the Inn in Riverwood, the room I was about to rent.  How do I start the quest?  This will be my second time around with a new character.  A very well made quest.  Thank you!!!
    1. Drahala
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      Check his body for a note from Camilla.
    2. antistar
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      You can also go directly to the Velothi Tunnels to start the quest-line. (Location is in the FAQ.)
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