Additional Clockwork is a MODULAR suite of ESL-flagged ESP addons developed by BellCube Dev for the mod Clockwork by Antistar. This project houses everything from axe mounts to bug fixes to inter-mod patches! (Yes, that includes sorting, too)
Other user's assetsSome assets in this file belong to other authors. You will need to seek permission from these authors before you can use their assets
Upload permissionYou can upload this file to other sites but you must credit me as the creator of the file
Modification permissionYou must get permission from me before you are allowed to modify my files to improve it
Conversion permissionYou can convert this file to work with other games as long as you credit me as the creator of the file
Asset use permissionYou are allowed to use the assets in this file without permission as long as you credit me
Asset use permission in mods/files that are being soldYou are not allowed to use assets from this file in any mods/files that are being sold, for money, on Steam Workshop or other platforms
Asset use permission in mods/files that earn donation pointsYou are allowed to earn Donation Points for your mods if they use my assets
Author notes
I tend to be very lenient about these things. For permission, just shoot me a DM on Nexus.
Some assets contained within Additional Clockwork are from other great authors and projects on the Nexus. For instance, LucidAPs (creator of High Poly Project) doesn't give any permissions until you contact them. I make it quite clear which modules contain other authors'/projects' assets in the module descriptions.
File credits
Antistar (Clockwork - Assets, support) DarthVitral (LOADS of mesh fixes and a nice amount of bug fixes I wouldn't have even found myself) LucidAPs (High Poly Projects - Meshes) Glitchfinder (Debugging)
Everyone in the Idea Suggestion forum thread, the Posts tab, and on GitHub!
Donation Points system
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Fixed Clockwork Title Remover not installing in the Fomod
[BUG FIXES] Make spider crafting table thingies persistent
Version 3.0.3
Fixed an issue with the translation file name for the Work Room-only version of Woodworker's Whim
Bug Fixes: Fixed an edge-case bug where, if you smuggled a follower into the castle, they could sit down and clip through Lamashtu's inactive body
Superior Sorting: Fixed Soul Gems not being sorted
Version 3.0.2
Fixed incorrect file paths in the FOMOD for the base-Clockwork sorting patches
Version 3.0.1
Bug Fixes: Fixed bug where reading Camilla's Note without first adding it to your inventory would now complete the objective to search the body for clues
Superior Sorting: Fixed some issues with the auto-transferring items (e.g. Ingredients) - special care was taken so that this fix would work on existing saves
Superior Sorting: Added Ingredient sorting to Work Room (part of those auto-transferring items)
Woodworker's Whim: Now uses the correct scripts (it appears that it was using scripts from somewhere in the development cycle)
Version 3.0.0
Bug Fixes: Many different positioning issues have been resolved
Bug Fixes: Dark Brotherhood cannot abduct you during the questline (do note that they will be able to abduct you as soon as the questline completes)
Bug Fixes: Fixed an annoying batch of bugs where parts of the castle would disappear when looking at them from certain positions at certain angles.
Bug Fixes: Have some free FPS! Occlusion Panes are the best!
Bug Fixes: Added extra safeguards and failsafes to the Courier Counterspell script
Bug Fixes: Also added a trigger where the Courier spawns to catch them and teleport them back to their holding cell (Compatible with Provincial Courier Service!)
Bug Fixes: Changed Lahar not affecting the stealth meter to a scripted implementation (removing the need for an overwrite) and applied the same change to Lamashtu
Bug Fixes [DarthVitrial]: Remove a reference to a non-existent property on `CLWDBAmClawMountActiScript` (obliterate the log spam)
Bug Fixes [DarthVitrial]: Removed 2 bad tint mappings
Bug Fixes [DarthVitrial]: Gave the Shadow race "Advanced Avoidance" (a flag that makes the AI behave somewhat differently and should be applied to bipedal races, such as humanoids)
Bug Fixes [DarthVitrial]: Implemented MANY mesh error fixes (these were packaged in a BSA)
Superior Sorting: Added an Ingredients container to the Work Room
Superior Sorting: Fixed steam showing up in the Ordinator accommodations before Steam Power is unlocked
Superior Sorting: Added "Sorted Lists," a form of cache to speed up sorting for items that have already been sorted into a particular container.
Interesting Inhabitants: Added Wall Lean markers all around the castle (Lahar will clip through the wall when using them)
Woodworker's Whim - Script: COMPLETELY REDONE! Rebuilt from THE GROUND UP! Now with a lot more speed and a lot fewer bugs!
Woodworker's Whim - Script: Split into a separate mod—don't worry, it is-and-will always be bundled with Additional Clockwork, too.
Woodworker's Whim - Script: Still supports all vanilla-compatible axes and still makes no modifications to the vanilla script.
Version 2.0.2
Fixed: Blacklist processing in some parts of Superior Sorting
Optimized: Superior Sorting's main script slightly by commenting out Debug.Trace() calls
Removed: Unused scripts from Superior Sorting
Version 2.0.1
Fixed: Unresolvable FormIDs in Interesting Inhabitants and Superior Sorting
Version 2.0.0
NEW MODULE: SKSE Superior Sorting
NEW MODULE: Interesting Inhabitants (TESTING)
Merged: Courier Counterspell and Mausoleum Door Fix into the new Bug Fixes plugin
Added: Fix for the weather at Clockwork Castle, which will now use snow storm and overcast weathers.
Added: Fix for secret cabinets not flush with the wall
Added: Fix for the missing ceiling boarder tile in the Armoury
Added: Fix for the floating paintings behind the Mage's Study workstations
Restructured FOMOD
Version 1.0.2
Fixed: Merged plugin for the Ingredient sorting not installing via FOMOD. (also would've caused the merged version to install when you just wanted the CACO version)
Version 1.0.1
Fixed: Form IDs in Courier Counterspell (I had done this previously, but my changes were reverted somewhere along the way). In other words, LOOT should no longer complain about Courier Counterspell.
Added: Mausoleum Dummy Door Fix Added: Clockwork Title Remover
Updated: High Poly Project patches NEW GAME REQUIRED TO APPLY (will NOT break anything if installed mid-game)
Version 0.2.0
Added two patches for High Poly Project that replace the extra coals and reposition the hay (because of z-fighting) in the Work Room. NEW GAME REQUIRED TO APPLY (will NOT break anything if installed mid-game)
Version 0.1.0
Published the mod with Woodworker's Whim in both First and Second person.
Additional Clockwork is a MODULAR suite of ESL-flagged ESP addons developed by BellCube Dev for the mod Clockwork by Antistar. Unless otherwise specified, all modules can be imported mid-game.
Also, the VR tag was put there by Pickysuraus (Mike), a Nexus Community Manager, when testing if a bug was fixed. It may or may not actually work in VR, but I trust Picky's a bit more knowledgeable than me.
CLOCKWORK UPDATE NOTICE
As Antistar intends to release a minor update for Clockwork in the near future and a major update sometime after that, I'll add this disclaimer to the page preemptively. Some Additional Clockwork modules will likely break when each update drops. I highly expect the following modules to break severely:
Bug Fixes: A good chunk of the fixes I've made will be included in Clockwork itself (there's a minor difference between what I consider a bug and what Antistar considers a bug). This module will be unusable with the update.
Woodworker's Whim - Work Room Mount: Antistar updated the mount script
Interesting Inhabitants Beta
Additionally, there will be new and potentially-breaking record conflicts introduced by the minor update. For that reason, once Clockwork's minor update releases, I will not suggest using Additional Clockwork in any capacity until this notice changes colors.
I do plan to make it a priority to update Additional Clockwork when the Clockwork updates drop.
~~~ Modules ~~~
Superior Sorting
Takes advantage of SKSE and powerofthree's Papyrus Extender* to enhance Clockwork's sorting system FAR beyond what was previously possible! No longer are we bound by the days when every mod requires a new patch, and long-gone are the times when you had to sort out your potions, books, or equipment! And, best of all, the system is super easy to patch, so any errors can be squashed rather quickly!
Also adds many new sorting scales, such as those in the Armoury, adds a custom activator for sorting scrolls, and adds a separate Poisons cabinet! Ingredients from the Kitchen will automatically transfer to the Mage's Study when you're within range, and it will do the same when you enter the Kitchen's Cold Room. Additionally, if the mod detects Ordinator, it will automatically add a new Gems strongbox in the Mage's Study with this auto-transfer functionality baked in.
Do note that the additional sorting can take some time. Fortunately, you can do whatever you want while the system sorts! In fact, the sorting button for the Mage's Study shouldn't cause that huge freeze we're used to. * Will spam you with notices on startup if you do not have both of the required libraries installed.
Clockwork Bug Fixes
Fixes many bugs in Clockwork, including (but not limited to!) the numerous positioning fixes, the dark brother abducting you inside an otherwise unenterable location, and, most importantly, the Courier issue. Rain or shine, GET OFF MY LAWN! For an in-depth technical look into my Courier Counterspell, see the dedicated article.
Marked Shadows
Made of three modules, which each add "Guild" (Member) shadowmarks to these locations:
The Castle's front door
The Travel Room's door to the Main Hall
Each of the Terminus locations (two in Riften, one everywhere else)
Woodworker's Whim
Adds two things: An Axe Mount to the Work Room and a script that searches for dropped/mounted axes nearby for you to chop wood with.
Really made up of three modules:
The script enabled globally (does NOT require Clockwork)
The script enabled ONLY in the Work Room (redundant if the Global module is enabled)
An Axe mount for the Work Room
Minor Tweaks & Changes Now with even less impact on gameplay!
Clockwork Title Remover - Removes the giant floating Clockwork title that appears when you first enter the Castle's valley (idea by Foamimi).
Testing Modules A form of open beta, if you will. While I try to keep them polished and useable, I take no responsibility for any save damage arising from the use of these modules!
Interesting Inhabitants - Adds many interaction points around the castle for Lahar and allows children to enter the Main Hall for events other than meals
Integration, Patches, and Consistency You know. Standard patches etc. High Poly Project
Coals Fix: Uses High Poly Project's mesh for the coals instead of the vanilla mesh. (needs new game) (See project images)
Hay Fix: Fixes the hay z-fighting that appears all throughout Clockwork Castle when using HPP's mesh (Thankfully, Skyrim's rendering engine doesn't throw hissy fits when there's z-fighting. It just picks one and goes with it, thankfully. Thus, this is more of a small aesthetic change than a must-have like the Coals Fix)
Sorting Honestly one of my biggest reasons for creating this project.
Translating Since I work off of GitHub, you can easily submit a Pull Request with the appropriate translated ESPs & FOMOD translation. If you don't think you can do it yourself, you can also translate everything and submit something like a text file with your translations.