[WIP] Clockwork (Thread 03)

Post » Wed May 11, 2016 8:39 am

Clockwork


One day you come across some ruins at the foot of the Velothi Mountains; the site of a recent landslide. An ancient passage under the mountain has been uncovered; haunted by a strange apparition and leading to an unusual structure secreted among the mountain peaks: Clockwork Castle. Isolated from - and forgotten by - the outside world, the castle has not seen a living soul for a century or more... yet it is still inhabited.


'Chlodovech Castle' began its life around two hundred years ago, built by a very successful merchant family from faraway High Rock, according to the latest fashions from that province. Heavily inspired by Dwemer technology, all kinds of machinery and conveniences were later added to the manor; and over time it instead came to be called 'Clockwork Castle'.


Just what happened to this family? Who now resides in Clockwork Castle? Where did all that amazing steam-powered technology come from? Why does the apparition in the tunnels hound you and keep you from leaving? How can you escape the castle? These things can be discovered by playing Clockwork.



Summary


Clockwork is a quest mod for Skyrim set in and around Clockwork Castle; a full-featured player home. Four quests are planned; the first unlocks access to the castle plus some of its features, and each subsequent quest unlocks more features. The castle itself has an aesthetic largely new to Skyrim; influenced by steampunk and Victorian art/design. This ties into its backstory - and its new (voiced) NPC type. Read on for some more information on the mod's features.



New NPC Type


These are the Gilded. Just from looking at them it's obvious that they're Dwemer in origin, but what are they, exactly? That is a mystery to be solved in Clockwork.

- http://static-1.nexusmods.com/15/images/110/60908-1338102464.jpg

- http://static-1.nexusmods.com/15/images/110/60908-1338102575.jpg

- http://static-1.nexusmods.com/15/images/110/60908-1338102723.jpg

- http://static-1.nexusmods.com/15/images/110/60908-1338102784.jpg

- http://static-1.nexusmods.com/15/images/110/60908-1338102850.jpg

- http://static-3.nexusmods.com/15/images/110/60908-1443748176.jpg





Quests



There are four central quests and a minor side-quest, all taking place across two sprawling dungeons and within Clockwork Castle itself. The quests vary between horror and "steampunk" themes.





Clockwork Castle


- http://static-1.nexusmods.com/15/images/110/60908-1385621914.jpg

- http://static-1.nexusmods.com/15/images/110/60908-1385621948.jpg

- http://static-1.nexusmods.com/15/images/110/60908-1385621963.jpg

- http://static-1.nexusmods.com/15/images/110/60908-1385621982.jpg

- http://static-1.nexusmods.com/15/images/110/60908-1385622024.jpg


Containing all the usual player home conveniences you might expect - beds, storage, crafting stations, weapon/armour display, etc - plus more besides - Clockwork Castle aims to be a useful, believable and (hopefully) beautiful place for your character to live. The first quest is considered to 'unlock' the castle, as it involves actually reaching it. See below for more information on what can be found in each part of the castle.

- http://static-1.nexusmods.com/15/images/110/60908-1380077701.jpg (quick and dirty composite)


Main Hall


The Hall is the central hub through which all other major parts of the castle are reached.

- http://static-1.nexusmods.com/15/images/110/60908-1338520647.jpg

- http://static-1.nexusmods.com/15/images/110/60908-1338520706.jpg

- http://static-1.nexusmods.com/15/images/110/60908-1338520763.jpg

- http://static-1.nexusmods.com/15/images/110/60908-1338520812.jpg

- http://static-1.nexusmods.com/15/images/110/60908-1338878030.jpg

- http://static-1.nexusmods.com/15/images/110/60908-1338878068.jpg

- http://static-1.nexusmods.com/15/images/110/60908-1338878121.jpg

- http://static-1.nexusmods.com/15/images/110/60908-1339829333.jpg that shows the hour, minute, day of the week, day of the month, the month itself and also has a rotating day/night plate to show am/pm.

- Home to numerous http://static-1.nexusmods.com/15/images/110/60908-1338877922.jpg, each with a http://static-1.nexusmods.com/15/images/110/60908-1338877971.jpg to learn the name of the artist and artwork. (Also found in other parts of the castle.)

- Contains shrine to Zenithar.

- Adjoining http://static-1.nexusmods.com/15/images/110/60908-1338520865.jpg; seats ten.

- Adjoining http://i21.photobucket.com/albums/b300/jlollback/Skyrim/castle_kitchen01.jpg:

--- Useable cooking pot.

--- Food storage, notably in a 'http://i21.photobucket.com/albums/b300/jlollback/Skyrim/castle_kitchen02.jpg' open to the freezing outdoor air.

--- Food-sorting option.

--- Running water.

--- With Hearthfire add-on, an oven and butter churn (that takes milk, gives butter) are added.


Master Bedroom


The Master Bedroom incorporates a modest study, plus limited storage and display options for your most treasured items.

- http://static-1.nexusmods.com/15/images/110/60908-1344059015.jpg

- http://static-1.nexusmods.com/15/images/110/60908-1344059166.jpg

- New bed:

--- http://static-1.nexusmods.com/15/images/110/60908-1342494898.jpg

--- http://static-1.nexusmods.com/15/images/110/60908-1342494973.jpg

- http://static-1.nexusmods.com/15/images/110/60908-1340440452.jpg

- New sofa:

--- http://static-1.nexusmods.com/15/images/110/60908-1343629111.jpg

--- http://static-1.nexusmods.com/15/images/110/60908-1343629213.jpg

- Adjoining Master Bathroom:

--- http://static-1.nexusmods.com/15/images/110/60908-1347955925.jpg

--- http://static-1.nexusmods.com/15/images/110/60908-1347955969.jpg

--- http://static-1.nexusmods.com/15/images/110/60908-1347956002.jpg

--- http://static-1.nexusmods.com/15/images/110/60908-1347956034.jpg

--- http://static-1.nexusmods.com/15/images/110/60908-1347956080.jpg

--- http://static-1.nexusmods.com/15/images/110/60908-1346998893.jpg


Work Room


Generous stone room where the majority of crafting activities take place.

--- http://static-1.nexusmods.com/15/images/110/60908-1370586630.jpg

--- http://static-1.nexusmods.com/15/images/110/60908-1370586683.jpg

--- http://static-1.nexusmods.com/15/images/110/60908-1370586715.jpg

--- http://static-1.nexusmods.com/15/images/110/60908-1370586733.jpg

--- http://static-1.nexusmods.com/15/images/110/60908-1370586752.jpg

- Unlocked by second quest (merchant services also unlocked at this time).

- Crafting stations: Forge, Grindstone, Smelter, Workbench, Tanning Rack and Woodcutting Block.

- Exhaust fans in ceiling to remove poisonous fumes of various kinds.


Mages' Study


Part library, part study (especially for magical pursuits).

- http://static-1.nexusmods.com/15/images/110/60908-1356932350.jpg

- http://static-1.nexusmods.com/15/images/110/60908-1356932397.jpg

- http://static-1.nexusmods.com/15/images/110/60908-1356932438.jpg

- Unlocked by third quest (or perhaps simply the crafting stations).

- Crafting stations: Alchemy Lab, Arcane Enchanter.

- http://static-1.nexusmods.com/15/images/110/60908-1362882848.jpg (http://static-1.nexusmods.com/15/images/110/60908-1364179638.jpg, http://static-1.nexusmods.com/15/images/110/60908-1364179684.jpg) to be used for:

- Alchemy ingredient, soul gem, etc sorting: one-button sorting of all relevant items in inventory into 'specimen cabinet' containers.

--- http://static-1.nexusmods.com/15/images/110/60908-1358574803.jpg

--- http://static-1.nexusmods.com/15/images/110/60908-1361497224.jpg

--- http://static-1.nexusmods.com/15/images/110/60908-1361497265.jpg

--- http://static-1.nexusmods.com/15/images/110/60908-1361497308.jpg

- A number of bookcases: both display ones and labelled container variants.

- 'Book basket' book-sorting option.

--- http://static-1.nexusmods.com/15/images/110/60908-1361497361.jpg

- Pneumatic Tube Terminal

--- Manual and auto-sort buttons to quickly send items to similar terminals in other parts of the castle.

--- http://static-1.nexusmods.com/15/images/110/60908-1370920045.jpg

- Connects to the Glass Garden:

--- A large terrarium on the roof, full of plants to harvest for alchemical ingredients (or food).

--- Empty until third quest completed.

--- Plants ready to harvest every three days (by default; I might make this configurable).

--- http://static-1.nexusmods.com/15/images/110/60908-1367897087.jpg

--- http://static-1.nexusmods.com/15/images/110/60908-1367897128.jpg

--- http://static-1.nexusmods.com/15/images/110/60908-1367897166.jpg

--- http://static-1.nexusmods.com/15/images/110/60908-1367897195.jpg


Armoury


A Hall dedicated to storing and displaying weapons, armour and other treasures. Full of mannequins, weapon plaques, display cases, etc.

- http://static-8.nexusmods.com/15/images/110/60908-1428903721.jpg

- http://static-8.nexusmods.com/15/images/110/60908-1428903736.jpg

- http://static-6.nexusmods.com/15/images/110/60908-1428903760.jpg

- http://static-6.nexusmods.com/15/images/110/60908-1428903775.jpg

- http://static-6.nexusmods.com/15/images/110/60908-1428903792.jpg




Basemant


Comprised of several utility rooms; some just full of machinery, others more immediately interesting and useful:

- Travel Room

--- Activated/unlocked by fourth quest.

--- Allows teleportation to cities in Skyrim.

--- Allows teleportation to Recall Point designated by 'Return to Clockwork Castle' spell (learned after completing fourth quest).

--- http://static-1.nexusmods.com/15/images/110/60908-1373685835.jpg

--- http://static-1.nexusmods.com/15/images/110/60908-1373685878.jpg

--- http://static-1.nexusmods.com/15/images/110/60908-1373685859.jpg

--- http://static-1.nexusmods.com/15/images/110/60908-1373685898.jpg


Living Quarters


Accommodation for everyone who is not Lord/Lady of the castle.

- Rooms of varying size and quality:

--- http://static-1.nexusmods.com/15/images/110/60908-1349846615.jpg.

--- http://static-1.nexusmods.com/15/images/110/60908-1349846667.jpg.

- Support for adopting up to six children via http://www.nexusmods.com/skyrim/mods/29249/ (and Hearthfire of course)

--- http://static-3.nexusmods.com/15/images/110/60908-1429415884.jpg

--- http://static-8.nexusmods.com/15/images/110/60908-1429415930.jpg

--- Dormitories for general servants and guards.

- Laundry Room

--- http://static-1.nexusmods.com/15/images/110/60908-1349846791.jpg.

--- http://static-1.nexusmods.com/15/images/110/60908-1349846846.jpg.

--- Communal lavatory (couple of garderobes).




Mausoleum



- http://static-5.nexusmods.com/15/images/110/60908-1445051269.jpg

- http://static-8.nexusmods.com/15/images/110/60908-1445051290.jpg

- http://static-3.nexusmods.com/15/images/110/60908-1445051307.jpg



More Screenshots


Here are some screenshots of places not strictly within Clockwork Castle itself.


Clockwork Terminuses


Each town has a Clockwork Terminus. This is where you end up when you use the castle's Travel Machine.

- http://static-1.nexusmods.com/15/images/110/60908-1376374905.jpg

- http://static-1.nexusmods.com/15/images/110/60908-1376374922.jpg

- http://static-1.nexusmods.com/15/images/110/60908-1380077673.jpg

- http://static-1.nexusmods.com/15/images/110/60908-1376374935.jpg

- http://static-1.nexusmods.com/15/images/110/60908-1376374956.jpg

- http://static-1.nexusmods.com/15/images/110/60908-1376374981.jpg

- http://static-1.nexusmods.com/15/images/110/60908-1377143765.jpg




Quest screenshots


- http://static-4.nexusmods.com/15/images/110/60908-1401428726.jpg



- http://static-2.nexusmods.com/15/images/110/60908-1406698848.jpg

- http://static-3.nexusmods.com/15/images/110/60908-1406698877.jpg

- http://static-2.nexusmods.com/15/images/110/60908-1406698888.jpg

- http://static-2.nexusmods.com/15/images/110/60908-1406698902.jpg

- http://static-2.nexusmods.com/15/images/110/60908-1406698912.jpg

- http://static-1.nexusmods.com/15/images/110/60908-1430714044.jpg

- http://static-5.nexusmods.com/15/images/110/60908-1430714064.jpg

- http://static-8.nexusmods.com/15/images/110/60908-1430714080.jpg

- http://static-1.nexusmods.com/15/images/110/60908-1435542334.jpg

- http://static-6.nexusmods.com/15/images/110/60908-1435542356.jpg

- http://static-8.nexusmods.com/15/images/110/60908-1435542367.jpg

- http://static-1.nexusmods.com/15/images/110/60908-1435542376.jpg

- http://static-6.nexusmods.com/15/images/110/60908-1439168882.jpg

- http://static-5.nexusmods.com/15/images/110/60908-1439168914.jpg

- http://static-2.nexusmods.com/15/images/110/60908-1439168937.jpg

- http://static-8.nexusmods.com/15/images/110/60908-1439168956.jpg



- http://static-1.nexusmods.com/15/images/110/60908-1416200692.jpg

- http://static-3.nexusmods.com/15/images/110/60908-1416200724.jpg

- http://static-1.nexusmods.com/15/images/110/60908-1416200741.jpg



- http://staticdelivery.nexusmods.com/images/110/60908-1452231957.jpg

- http://staticdelivery.nexusmods.com/images/110/60908-1452231983.jpg

- http://staticdelivery.nexusmods.com/images/110/60908-1452232005.jpg

- http://staticdelivery.nexusmods.com/images/110/60908-1452232029.jpg

- http://staticdelivery.nexusmods.com/images/110/60908-1452232060.jpg

- https://staticdelivery.nexusmods.com/images/110/60908-1462064445.jpg


- https://staticdelivery.nexusmods.com/images/110/60908-1462064469.jpg


- https://staticdelivery.nexusmods.com/images/110/60908-1462064496.jpg


- https://staticdelivery.nexusmods.com/images/110/60908-1462064523.jpg



- http://staticdelivery.nexusmods.com/images/110/60908-1455320942.jpg

- http://staticdelivery.nexusmods.com/images/110/60908-1455320960.jpg

- http://staticdelivery.nexusmods.com/images/110/60908-1455320975.jpg





Earlier threads


- http://www.gamesas.com/topic/1376749-wip-clockwork/

- http://www.gamesas.com/topic/1461724-wip-clockwork-thread-02/

User avatar
Petr Jordy Zugar
 
Posts: 3497
Joined: Tue Jul 03, 2007 10:10 pm

Post » Wed May 11, 2016 2:47 pm

In earlier threads, the second post had a bunch of development commentary in it, but that's all quite outdated now so I won't reproduce it here. Follow the links to the earlier WIP threads at the bottom of the first post there if you're interested in some of my early thoughts on the mod, though.




In general news on the mod itself; well it's only been a couple of days so not much has changed. The second Nurndural cell is all finished now. Screenshots coming later, probably; things are a bit busy at the moment.



This is only tangentially related to Clockwork, but I finally got around to upgrading to Windows 10 yesterday. I'd held off for a long time because I was concerned that some of the programs I use while working on it wouldn't work after the update, or that something would go wrong and there would be some small critical thing I hadn't thought to back up, etc. Everything seems fine so far though, so that's a relief.

User avatar
Shaylee Shaw
 
Posts: 3457
Joined: Wed Feb 21, 2007 8:55 pm

Post » Wed May 11, 2016 4:36 pm

I've noticed very few problems (Steam not loading on boot-up) with Win10.



As for the mod, looking NICE!

User avatar
Samantha Wood
 
Posts: 3286
Joined: Sun Oct 15, 2006 5:03 am

Post » Wed May 11, 2016 7:48 am

Wow. I'm really pleased to see a new thread, and need to go back through the screenshots today. As for win10 - I like it a lot, it's better than 7 (which for me is saying TONS); I had to do some finagling so it doesn't do all that automatic stuff that eats my bw (since I have so little) but other than that I'm very happy with it. I haven't had any problems with it at all (though you don't want to hear about the snafu over a new machine and not being able to get a new keycode.... but that's the company, not the OS....)



Oh, one question: will the display areas include setups for all the unique items in game? I'm a real nitpicker when it comes to those, and finding player homes where they're all available is difficult. I have tons of girls, and each one has her own home, business etc (all different - and yes, I have a specific new girl planned for this when it releases) - and every one of them, being a little part of "me", wants to display each and every memento of her path through the game and DLCs.

User avatar
Kerri Lee
 
Posts: 3404
Joined: Sun Feb 25, 2007 9:37 pm

Post » Wed May 11, 2016 9:06 pm

Here are some screenshots from Nurndural - Sickness Ward:



- https://staticdelivery.nexusmods.com/images/110/60908-1462064445.jpg


- https://staticdelivery.nexusmods.com/images/110/60908-1462064469.jpg


- https://staticdelivery.nexusmods.com/images/110/60908-1462064496.jpg


- https://staticdelivery.nexusmods.com/images/110/60908-1462064523.jpg





Not all the unique items, no. Unique weapons and armour can go on/in the racks/plaques/cases and mannequins of course, and there are "mask headforms" for the dragon priest masks, along with dedicated Dragon Claw mounts. A number of other unique items are covered by the automated "museum system", I guess you'd call it. You can see these things in the Armoury screenshots in the first post, and I went into some more detail on this in the last thread, http://www.gamesas.com/topic/1461724-wip-clockwork-thread-02/page-5#entry23922843.



Initially I wasn't going to have any dedicated displays for unique items, as the original owners making things like that for items they probably have no idea even exist... well, it strained believability too much for me. I relaxed that restriction a bit when I thought of ways to have some of that sort of thing in (hopefully) more believable ways.



What are the items you're wondering about, out of interest?

User avatar
Hussnein Amin
 
Posts: 3557
Joined: Sun Aug 05, 2007 2:15 am

Post » Wed May 11, 2016 1:12 pm

Oh lord.... everything from every MQ - vanilla and the DLCs at the least. Plus a hanger apparatus for the Amulets of the Divines (all NINE thanks.... I refuse to ignore Talos, even on Imperials! Just because the Thalmor.... eh.... nev'mind, not germane at this point).



The houses I love are Draven Manor and Elysium Estate - because they have pretty much everything I want in displays, as well as being just - nice places to live. Now, I'm aware that Clockwork Castle will be a lot more than "a nice medium-size house outside Whiterun". And if the entirety of the specialty displays doesn't fit into the RP of the mod, I get that - I really do, as I RP myself, and I write.



Wouldn't be an issue at all if: A - I had any clue about the CK; or B: someone out there had a mod for people not facile with the CK which allowed for easy console addition of various acivators for displays. (Yes, there are modder's resources that do this - but I have no idea how to use them, since the CK is pretty impenetrable to me....)



Needless to say perhaps, I think those of you who provide mods for this game whether simple or (in your case) very complex are super people in more ways than one!

User avatar
Alada Vaginah
 
Posts: 3368
Joined: Sun Jun 25, 2006 8:31 pm

Post » Wed May 11, 2016 8:57 am

Yeah, the story is something I haven't gone into too much detail on as I don't want to spoil things, but it's pretty important in Clockwork.



As for an amulet display at least, I'm using a slightly modified version of Amethyst Deceiver's display system, and it might be possible to expand that to include general necklace/amulet displays. Lots of other work to do, but I'll think about it.

User avatar
WTW
 
Posts: 3313
Joined: Wed May 30, 2007 7:48 pm

Post » Wed May 11, 2016 9:39 pm

It's not really an issue with something like this as much as with "just player houses". This will have a DLC feel to it, and that's a whole other thing - it's much more for the story and the fun, than it is for a place to live, after all.

User avatar
Lily
 
Posts: 3357
Joined: Mon Aug 28, 2006 10:32 am

Post » Wed May 11, 2016 8:49 pm

Well it's intended to be both; a quest mod and a player home mod. The player home is the reward at the end of the quest chain (progressively unlocked at the end of each quest). It's similar to what I did in http://www.nexusmods.com/oblivion/mods/14714/, though there you weren't essentially trapped until you completed the quests.



Of course the player character doesn't have to stay, in the end. Maybe they'd be glad to see the back of the place, considering. ;)

User avatar
Captian Caveman
 
Posts: 3410
Joined: Thu Sep 20, 2007 5:36 am

Post » Wed May 11, 2016 11:17 am

I've been following progress on this mod for years. I'm certain that it will be worth the wait.

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Laura Cartwright
 
Posts: 3483
Joined: Mon Sep 25, 2006 6:12 pm


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