SSE Patch 1.2
Jan 13, 2013 Patch 2 commentsPatch 1.2 released. Like most of my mods, it encompasses all previous patches. Things fixed: -The Headless Man now accepts his head back -Watchmen have...


SSE does not change the ending of Tribunal, only expands upon it. Sotha Sil will still be dead, though there is, as we say, more to it. The only things SSE will modify is the end dungeon in Tribunal, and Barilzar's Mazed Band. Any mods that make changes to these will be incompatible, otherwise you'll be fine. If you have already beaten Tribunal and have the Mazed Band in your inventory, equipping it and teleporting to Sotha Sil will begin SSE, including the fights with the new Imperfect and Almalexia. Tribunal and Bloodmoon are required for SSE, though no other mods or plugins are. We still recommend Saint_Jiub's Clockwork City Reborn for textures, as SSE was built with it in mind. As for system requirements, if you are capable of running Morrowind on high settings just fine, you will also be able to run SSE. However, those with things such as MGE will be able to see more detail, as SSE has many interesting things rendered out of vanilla view range. All resources may be freely used, though if you do, please give credit.
3 comments by Trainwiz on Nov 6th, 2012
Welp folks, we're here. The home stretch. After little more than a year in development, SSE will soon be ready for release, with all the goodies you've expected. In addition to a really really really big expanded Clockwork City (we're talking the size of Bloodmoon) we've got sidequests and crazed robotic NPCs galore, as well as three new sets of armor, a new weapon line, and a bunch of other things. Check em out in the screenshot section.
Patch 1.2 released. Like most of my mods, it encompasses all previous patches. Things fixed: -The Headless Man now accepts his head back -Watchmen have...
Patch 1.1, fixes the issues with the Chamber of Soleh, the Legs of Seht, and the quest 'Power Corrupts'
Gears, and more gears. Seriously there are a lot of gears
SPOILERS (maybe, if you havent played morrowind in your entire live): What's the music that plays during the battle against Almalexia?
Nier's final boss music.
In the trailer I noticed that you could see fairly far away. My distant land has been set to about medium.. Is it because the computer used to record the video footage of the mod had it set all the way up? Or is it due to MGE? If so how??
Using MGE's (not MGE XE)macro editor, you can set a key to extend the view distance to twice its normal view. You can also use FPS optimizer to do this.
I'm stuck in the Flooded Halls. I have no idea where exactly I am supposed to go. Great mod so far, though.
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The chamber of soleh can be reached via a ladder, near the top of the flooded halls. It might be hard to see if you have vanilla water settings, but if you swim around the top, near those pipes, you should find it.
Which flooded halls, the inner or outer ones?
I'll find out for you regarding the textures and meshes which are missing. Though as I said entering the lower levels of the Arborertum is an excellent example.
I didn't know there were weapons... :P All I knew was how to stop them from the book.
Good to see these bugs getting fixed. Shame I had to console my way through a bit, makes me feel bad but ah well least I know it wasn't me doing something wrong :)
Where in Sotha Sil's lab? Is the lab the Dome?
Hanging in front of his lifeless corpse is a hatch that takes you down to his lab, which has a bunch of goodies.