Clockwork - Beta Test
This thread is for people helping me beta test http://www.gamesas.com/topic/1601982-wip-clockwork-thread-03/.
It is a SPOILERS ARE ALLOWED zone, so that testers are actually able to discuss the mod. Everyone is welcome, but hey... watch out for spoilers. You may want to instead head over to the WIP thread linked above if you want to avoid those.
For the testers:
Thank you very much. I've sent out PMs; let me know if I missed you. Also, here are some hopefully not-too-patronising tips to ideally help things go more smoothly:
Making a range of usefully-named saves is a good idea. To do that, use the console command:
save nameofsave
Like I mentioned in the WIP thread, make a named save before you install Clockwork and keep it as a backup. Sometimes you need to test changes from a clean save.
It would also be a good idea to make a named save after something significant happens in the mod. E.g. you just entered a new cell, or a scene just played out, or you just got a new quest objective - that sort of thing. Use whatever name will be most useful in helping you remember what happened and where you were up to. This is all to make it easier to go back and test specific areas or sequences, if necessary.
Hopefully none of that will be necessary and everything will work perfectly, though.
As for things I'm interested in hearing about; let me know if something breaks, or you get stuck, or you don't understand what's going on. Let me know the stuff you like, and the stuff you don't like. Just let me know what you think.
Actually I am interested in how long it takes people to play through the mod, roughly. Also - to pick a random thing - if you're able to move your spouse into the castle. (I think you can do that with Multiple Adoptions?) I've never had a character get married in Skyrim, if you can believe it, so I don't really know how all that works. I did quickly test moving an adopted child into the castle using Multiple Adoptions though; that seems to work fine. Even went out and played hide-and-seek in the castle grounds.
While you're all busy playing the mod, I'm going to take promo screenshots and make a trailer. That should be interesting; I haven't done that since Hoarfrost Castle, right at the start of 2008.
The idea is that once we're not getting mountains of horrible bugs and the screenshots and trailer are finished, Clockwork will be released to the public.