Mini-mod review: Mournhold Clockmaker

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Archived from groups: alt.games.morrowind (More info?)

Mournhold clockmaker is the kind of mod you do not need, but once you
have it installed and seen in-game never want to miss again. It adds no
significant functionality to the game - but a lot of eye-candy and
athmosphere.

There is a new shop in the Mournhold Craftsmen Hall, a clockmaker
selling his work. Clocks range from small and cheap portable clocks to
rather expensive big ones. Those clocks do exactly one thing: They show
the time. Nothing you couldn't achieve otherwise in the game, but not in
such a beautiful way! The clocks are masterfully rendered and even have
moving pointers, so you can drop one on the desk of your favourite home
and just know the time by _looking_ at it, unlike other clock mods which
require you do activate a clock to receive a messagebox with a text
reading the time. All clocks come with a tic-tac sound, which is quite
different depending on the type of the clock you bought. At full hour,
some clocks even play a little ding-dong sound. This really adds to the
athmosphere of your home. It might not be fitting to every home, I
couldn't imagine having one of those clocks you usually find in your
grandmothers house in say your Sixth House stronghold. :)

Additionally there is a small quest, as the clockmaker has a couple of
problems which need an adventurer to be solved.

Overall I consider this an excellent mod. I could play Morrowind well
without, but now as I've seen it I do not want to play Morrowind without
anymore! I meanwhile invested a couple thousand septims just to fill the
various homes my current character acquired with those spiffy clocks.


Peter
 
Archived from groups: alt.games.morrowind (More info?)

"Peter Strempel" <peterstrempel@yahoo.com> wrote in message
news:34o78rF4d9gsrU1@individual.net...

> Mournhold clockmaker is the kind of mod you do not need, but once you have
> it installed and seen in-game never want to miss again. It adds no
> significant functionality to the game - but a lot of eye-candy and
> athmosphere.

This one sounds good. Where can it be found?

(can I humbly suggest that those reviewing mods for the morrowind masses
include a link to the mod with their review... please... thanks 🙂 )
 
Archived from groups: alt.games.morrowind (More info?)

Peter,
Thanks for the mod review. It's nice to see this trend start....
at least I hope it is a trend.

Sarah,
Often, we don't know where we found the mod by the time
we get around to reviewing it. Some good links for mods are:

http://www.rpgplanet.com/morrowind/ (Morrowind Summit)
http://mwsource.com/center/
http://www.tesmods.net/
http://thelys.org/

Also,
http://home.bellsouth.net/p/s/community.dll?ep=16&groupid=200845&ck=
(Nevena's)
http://mcwby1.tripod.com/id10.html

googling can also help--that's how I found Havish (great mod)

If you need a utility to unpack rar files, try TUGZip (google for it).
- DeAnn
 
Archived from groups: alt.games.morrowind (More info?)

In article <1105663621.333362.297120@c13g2000cwb.googlegroups.com>,
von.sagrillo@verizon.net says...
> Peter,
> Thanks for the mod review. It's nice to see this trend start....
> at least I hope it is a trend.
>
> Sarah,
> Often, we don't know where we found the mod by the time
> we get around to reviewing it. Some good links for mods are:
>
> http://www.rpgplanet.com/morrowind/ (Morrowind Summit)
> http://mwsource.com/center/
> http://www.tesmods.net/
> http://thelys.org/
>
> Also,
> http://home.bellsouth.net/p/s/community.dll?ep=16&groupid=200845&ck=
> (Nevena's)
> http://mcwby1.tripod.com/id10.html
>
> googling can also help--that's how I found Havish (great mod)
>
> If you need a utility to unpack rar files, try TUGZip (google for it).
> - DeAnn

It's at Tesmods.net. I did a google search on the mod's name and it
returned a discussion of the mod in the Elderscrolls forum. The link
below will take you to the download page for the mod.

http://tinyurl.com/5fczn

--
Sacred cows make the best hamburger.
-Mark Twain
 
Archived from groups: alt.games.morrowind (More info?)

Sarah wrote:
> This one sounds good. Where can it be found?
>
> (can I humbly suggest that those reviewing mods for the morrowind masses
> include a link to the mod with their review... please... thanks 🙂 )

tesmods.net, use the Quicksearch field with "clockmaker".

You are completely right. I should have included a download link. Simply
forgot about that.


Peter
 
Archived from groups: alt.games.morrowind (More info?)

I took a look. The clocks are nifty. Only, they all show exactly
the same time. When have you ever been in a clock shop
where all the clocks are synchronized?
Thansk again for pointing out this mod.
 
Archived from groups: alt.games.morrowind (More info?)

"DeAnn" <von.sagrillo@verizon.net> wrote in message
news:1105962006.028101.208710@c13g2000cwb.googlegroups.com...

>I took a look. The clocks are nifty. Only, they all show exactly
> the same time. When have you ever been in a clock shop
> where all the clocks are synchronized?
> Thansk again for pointing out this mod.

Are they all set to 1:50? That's usually what stores set their clocks to.
 
Archived from groups: alt.games.morrowind (More info?)

http://www.hermle-clocks.com/

They must have stolen the clock designs from Morrowind !!

Or.... uhmm... /me ponders
 
Archived from groups: alt.games.morrowind (More info?)

On Thu, 13 Jan 2005 22:23:08 +0100, Peter Strempel
<peterstrempel@yahoo.com> wrote:

>Mournhold clockmaker is the kind of mod you do not need, but once you
>have it installed and seen in-game never want to miss again. It adds no
>significant functionality to the game - but a lot of eye-candy and
>athmosphere.
>
>There is a new shop in the Mournhold Craftsmen Hall, a clockmaker
>selling his work. Clocks range from small and cheap portable clocks to
>rather expensive big ones. Those clocks do exactly one thing: They show
>the time. Nothing you couldn't achieve otherwise in the game, but not in
>such a beautiful way! The clocks are masterfully rendered and even have
>moving pointers, so you can drop one on the desk of your favourite home
>and just know the time by _looking_ at it, unlike other clock mods which
>require you do activate a clock to receive a messagebox with a text
>reading the time. All clocks come with a tic-tac sound, which is quite
>different depending on the type of the clock you bought. At full hour,
>some clocks even play a little ding-dong sound. This really adds to the
>athmosphere of your home. It might not be fitting to every home, I
>couldn't imagine having one of those clocks you usually find in your
>grandmothers house in say your Sixth House stronghold. :)
>
>Additionally there is a small quest, as the clockmaker has a couple of
>problems which need an adventurer to be solved.
>
>Overall I consider this an excellent mod. I could play Morrowind well
>without, but now as I've seen it I do not want to play Morrowind without
>anymore! I meanwhile invested a couple thousand septims just to fill the
>various homes my current character acquired with those spiffy clocks.
>
>
>Peter

I like the mod as well as the clocks it adds. However After killing
the bad guys trying to kill the clockmaker, the mod causes Morrowind
to crash EVERY Time my character tries using the "Assassinate the
Clockmaker" dialog option with the Clockmaker. 🙁

After a Game Crash, Morrowinds Warnings.txt file contains:
Script mcm_script_clockmaker Syntax Error Line 3.
Could not find variable "clockparts".
(the errors warnings are repeated about 30 times in the warnings text
file)

My character had already completed the missing clock parts quest. So,
Thinking that one of the mods I installed after the Clockmaker mod
MIGHT have overwritten one of the Clockmaker's files, I reinstalled
the mod, however my character Still can't use the Assassinate the
Clockmaker dialog option without the game crashing! 🙁


That's my 2¢,

FTA


"In the end, we will remember not the words of our enemies, but the silence of our friends."

-Martin Luther King Jr.
 
Archived from groups: alt.games.morrowind (More info?)

FTA wrote:

> I like the mod as well as the clocks it adds. However After killing
> the bad guys trying to kill the clockmaker, the mod causes Morrowind
> to crash EVERY Time my character tries using the "Assassinate the
> Clockmaker" dialog option with the Clockmaker. 🙁

I didn't have that problem, and I used this dialog topic successfully.

Are you using TESTools "Merge dialogs" option? I found this causes more
problems than it claims to fix.
 
Archived from groups: alt.games.morrowind (More info?)

On Mon, 31 Jan 2005 22:28:19 +0100, Peter Strempel
<peterstrempel@yahoo.com> wrote:

>FTA wrote:
>
>> I like the mod as well as the clocks it adds. However After killing
>> the bad guys trying to kill the clockmaker, the mod causes Morrowind
>> to crash EVERY Time my character tries using the "Assassinate the
>> Clockmaker" dialog option with the Clockmaker. 🙁
>
>I didn't have that problem, and I used this dialog topic successfully.
>
>Are you using TESTools "Merge dialogs" option? I found this causes more
>problems than it claims to fix.

No, though I really wish that was my problem. The only other mod I'm
using that I know MIGHT affect Mournhold is Advanced Herbalism which
to the best of my knowledge only affects Mournhold's plants...
Granted I might have messed up the original missing clock parts quest,
by recovering ALL the missing clock parts before the Clockmaker told
my character to recover them...


That's my 2¢,

FTA


"In the end, we will remember not the words of our enemies, but the silence of our friends."

-Martin Luther King Jr.
 
Archived from groups: alt.games.morrowind (More info?)

Thanks for that kind review of our mod, Peter. ^_^


That's the first instance of the bug you're reporting that I've heard of
FTA. I would be grateful if you could email me the details and attach
copies of your morrowind.ini and your save game, so that I can address
it.

If I find it to be a true bug, rather than a mod conflict, I will fix it
for the next update. ^_^

Please send to:-

nigedo@whirlingschool.net
 
Archived from groups: alt.games.morrowind (More info?)

On Tue, 01 Feb 2005 20:05:08 -0500, "Nigedo"
<nigedo@whirlingschool.net> wrote:

>Thanks for that kind review of our mod, Peter. ^_^
>
>
>That's the first instance of the bug you're reporting that I've heard of
>FTA. I would be grateful if you could email me the details and attach
>copies of your morrowind.ini and your save game, so that I can address
>it.
>
>If I find it to be a true bug, rather than a mod conflict, I will fix it
>for the next update. ^_^
>
>Please send to:-
>
>nigedo@whirlingschool.net

I've Zipped (to reduce their mailbox storage size) and emailed both
files to you. I hope they help you discover if my problems are with
your mod, or with one of my other mods (which I suspect is the
problem) since no one else has had problems with your mod...

Good Luck!


That's my 2¢,

FTA


"In the end, we will remember not the words of our enemies, but the silence of our friends."

-Martin Luther King Jr.