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.

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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.

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Sotha Sil Expanded Patch 2.1

Sotha Sil Expanded Patch 2.1

Apr 19, 2014 Patch 0 comments

Patch 2.1 fixes some duplication issues in the early vanilla cells. If you want to play SSE with Patch 2.0 from the beginning, you MUST get this file...

Sotha Sil Expanded 2.0

Sotha Sil Expanded 2.0

Mar 8, 2014 Full Version 0 comments

Patch 2.0, a new year a new version! This is the full version, including all previous patches. -Redoes a vast majority of the Arboretum with new interiors...

Sotha Sil Expanded 2.0 Patch

Sotha Sil Expanded 2.0 Patch

Mar 8, 2014 Patch 0 comments

Patch 2.0, a new year a new version! This file is for those updating from the old versions to the new one. Features -Redoes a vast majority of the Arboretum...

Sotha Sil Expanded Patch 1.3

Sotha Sil Expanded Patch 1.3

Jun 4, 2013 Patch 1 comment

Like any patch, encompasses all previous patches: for full Changelog check description.

SSE Patch 1.2

SSE Patch 1.2

Jan 13, 2013 Patch 2 comments

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...

SSE Patch 1.1

SSE Patch 1.1

Jan 1, 2013 Patch 0 comments

Patch 1.1, fixes the issues with the Chamber of Soleh, the Legs of Seht, and the quest 'Power Corrupts'

Post comment Comments  (10 - 20 of 27)
Didact1 Jan 6 2013 says:

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??

+3 votes     reply to comment
Trainwiz Creator
Trainwiz Jan 6 2013 replied:

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.

+3 votes   reply to comment
dramaticrat Jan 4 2013 says:

I'm stuck in the Flooded Halls. I have no idea where exactly I am supposed to go. Great mod so far, though.

+2 votes     reply to comment
Guest Jan 28 2013 replied:

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Trainwiz Creator
Trainwiz Jan 28 2013 replied:

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.

+2 votes   reply to comment
Trainwiz Creator
Trainwiz Jan 4 2013 replied:

Which flooded halls, the inner or outer ones?

+2 votes   reply to comment
Didact1 Jan 2 2013 says:

I have finished this mod, during the Tribunal questline. I must say I am very impressed by the amount of work put into this. Well done! I am, however, dissapointed in some things.

- In the districts NPCS often get caught within buildings OR walk into buildings. I know the AI isn't exactly the best in Morrowind. But it seems to me they're even more "stupid" in the city. I guess they're partially mechanical and prone to malfunctioning... Still. It's the worst in the Arboretum since they fall into the oil and die then I'd load back.

- The main quest line in the Clockwork city was sometimes an annoyance. While I appreciate the using your head and mind aspect I feel that there needs to be more direction. e.g. Check these places out or go find this person. I'd personally appreciate it and with less annoyance if instead it could be: e.g. Check these places out for me, THEY can be found and etc... Worst example was the Gardener. I was asked to check several places out for an infection and was given no guidance to WHERE these places are.

- In regards to the Gardener, going down to the lower levels, I get error messages referring to missing meshes/textures. As such I had to console skip these.

- Going back to Sotha Sil, I cannot find a way back to the city itself. The entrance is blocked off in the Imperfect's destroyed chamber.

- Analysing the large discharge in regards to power outings in the Industrial district... I ONLY SEE "ONE". A massive discharge at 12am yet not others... As such I had to console skip these.

- I couldn't find a "Damage Speed" spell in the city at all, rendering the destruction of these Rewounds impossible. EVERY spell service offers IDENTICAL spells. Had to console my way back to Balmora, Mages Guild.

Well thats it for me. Can't think of anything else. Sorry if they've been fixed in the patch.. This is my run through. Great mod overall.

+2 votes     reply to comment
Trainwiz Creator
Trainwiz Jan 2 2013 replied:

Several things to note: Do you have specifics as to what meshes or textures were missing.
Going back to the city itself is easy, there's a portal in Sotha Sil's lab that leads back.
The latest patch fixes the power discharges
There are several weapons scattered about the city that let you destroy the rewounds. The author of the book about rewounds is still alive, and he has one.

+2 votes   reply to comment
Didact1 Jan 2 2013 replied:

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?

+2 votes     reply to comment
Trainwiz Creator
Trainwiz Jan 2 2013 replied:

Hanging in front of his lifeless corpse is a hatch that takes you down to his lab, which has a bunch of goodies.

+2 votes   reply to comment
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