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 planned 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.
- Gilded Male 01
- Gilded Male 02
- Gilded Male 03
- Gilded Female
- Lamashtu
- Lahar 01
Quests
Four quests are planned, as mentioned; each with an associated 'dungeon'. The first (and possibly the last) in particular are intended to have a horror theme (as in scary - not grisly, especially). We'll see if I can pull that off. The middle two quests are intended to revolve more around steampunk themes. Steam-power and machinery.
Clockwork Castle
- Castle Exterior 01
- Castle Exterior 02
- Castle Exterior 03
- Castle Exterior 04
- Castle Exterior 05
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.
- Clockwork Castle Layout (quick and dirty composite)
Main Hall
The Hall is the central hub through which all other major parts of the castle are reached.
- Main Hall 01
- Main Hall 02
- Main Hall 03
- Main Hall 04
- New Light Fitting 01
- New Light Fitting 02
- New Chair
- Clock 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 paintings, each with a plaque that can be examined to learn the name of the artist and artwork. (Also found in other parts of the castle.)
- Contains shrine to Zenithar.
- Adjoining Dining Hall; seats ten.
- Adjoining Kitchen:
--- Useable cooking pot.
--- Food storage, notably in a 'cold-room' 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.
- Master Bedroom 01
- Master Bedroom 02
- New bed:
--- Bed 01
--- Bed 02
- Clock
- New sofa:
--- Sofa 01
--- Sofa 02
- Adjoining Master Bathroom:
--- Bathroom
--- Shower
--- Bathtub
--- Rudimentary Water Heater
--- Garderobe (medieval toilet)
--- Simple vanity and sink
Work Room
Generous stone room where the majority of crafting activities take place.
--- Work Room 01
--- Work Room 02
--- Work Room 03
--- Work Room 04
--- Work Room 05
- 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).
- Mages Study 01
- Mages Study 02
- Mages Study 03
- Unlocked by third quest (or perhaps simply the crafting stations).
- Crafting stations: Alchemy Lab, Arcane Enchanter.
- Balance Scales (two, three) to be used for:
- Alchemy ingredient, soul gem, etc sorting: one-button sorting of all relevant items in inventory into 'specimen cabinet' containers.
--- Specimen Cabinet 01
--- Specimen Cabinet 02
--- Specimen Cabinet 03
--- Specimen Cabinet 04
- A number of bookcases: both display ones and labelled container variants.
- 'Book basket' book-sorting option.
--- Bookcases 01
- Pneumatic Tube Terminal
--- Manual and auto-sort buttons to quickly send items to similar terminals in other parts of the castle.
--- Pneumatic Tube Terminal 01
- 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).
--- Glass Garden
--- Irrigation
--- Stairwell Gazebo
--- Fungus and vegetable garden beds
Armoury
A Hall dedicated to storing and displaying weapons, armour and other treasures. Full of mannequins, weapon plaques, display cases, etc.
Basement
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).
--- Travel Room 01
--- Travel Room 02
--- Travel Machine Console 01
--- Travel Machine 01
Living Quarters
Accommodation for everyone who is not Lord/Lady of the castle.
- Rooms of varying size and quality:
--- Large rooms for family members and guests.
--- Less well-furnished rooms for more important castle staff.
- Support for adopting up to six children via Multiple Adoptions (and Hearthfire of course)
--- Child Room 01
--- Child Room 02
--- Dormitories for general servants and guards.
- Laundry Room
--- Generous stone room with running water.
--- Communal bathing facilities.
--- Communal lavatory (couple of garderobes).
Mausoleum
- Mausoleum 01
- Mausoleum 02
- Mausoleum 03
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.
- Falkreath Terminus
- Markarth Terminus
- Raven Rock Terminus
- Riften Terminus
- Solitude and Whiterun Terminuses
- Windhelm Terminus
- Winterhold Terminus
Quest screenshots
- Landslide 01
- Velothi Tunnels 06
- Velothi Tunnels 07
- Velothi Tunnels 08
- Bones 01
- Bones 02
- Bones 03
Comments and suggestions are welcome. I'd be particularly interested to hear what sorts of features people would like to see in various parts of the castle. I'd recommend reading the Development Commentary section below first, though. ![]()
WIP Thread 01
Edited by Antistar, 12 February 2016 - 07:09 PM.
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