Alright who's ready to dress up like Sotha Sil, cause that's the opportunity i'm offering here.
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Alright who's ready to dress up like Sotha Sil, cause that's the opportunity i'm offering here.
Varyn in fancy Sotha Silean garb
ESO Clockwork City pales in comparison to SSE Clockwork City in terms of both writing and lore from what I've seen from all these posts complaining about ESO CWC.
Sotha Sil was somewhat disappointing in vanilla Tribunal, so we've made a massive expansion that creates the Clockwork City as it was always
Sotha Sil Expanded 3.0 is now out!
It's been 11 years since the last update to Sotha Sil Expanded, and I'm finally back to bring it up to Todd's high standards (as well as apply a decade's worth of professional experience, assets, and new modding tools to it).
This features a HUGE amount of fixes, new features, new models, new meshes, new voice acting, new signage, new tubes, and generally aims to address the myriad of problems people had.
Is it still a giant puzzle-filled clockwork hell?
No shit.
Am I going to subject you to needless (keyword needless) suffering?
No. My back hurts and I make estimated tax payments, I'm above that now.
So come and take a trip back to 2012, when we were all bright eyed and hopeful, the internet thought Homestuck could still possibly be good, and Sotha Sil wasn't an eight foot tall brass heartthrob with enough self-insert smut to make even Vivec blush who also invented Tamriel's guns (I mean he still could be, guns are neat).
Full changes include:
The sewers of Sotha Sil have been replaced with a new area and memory matching puzzle, which stars a returning lore character and favorite of mine. If you don't like him, that's fine. Just know that I'm in your walls.
Fabrevar and Gestalt now have new voices (with Gestalt integrating the Gestalt Revoiced mod).
Tons of additional detailing and lighting in various cells.
The sewers still exist as an optional side area now, with their own reward.
The entire Clockwork City and Fabricant Foundry now have signposts to help you better navigate my deranged nonsense.
The Fabricant Foundry now provides telekinetic worker rings, to better help sort through the various deadly garbage you'll be faced with.
Fabricant Foundry puzzles now have lights that indicate when a sector is repaired and item weights have been rebalanced.
While killing mad fabricants in the slums will still cause the denizens to hate you, there is now a new quest that will allow you to seek penance and forgiveness for your horrible actions. To begin, talk to the Archcanon after you royally screwed the pooch.
New models for things like power cores, the Clockwork City's sun, as well as improved textures for things like the fabricant Tribunal.
Various ambient sounds have been replaced to be more modern and less grating.
Guide fabricants have been added to each district of the city, who can provide helpful directions.
Your strength attribute can be used to bypass several small puzzles, including allowing you to break glass, carry more garbage in the disposal area, and more.
Various areas in the city and dungeon that could previously softlock you now have ways and ramps out of them.
Added Sotha Sil's pauldrons, robe, staff, and crown once the main quest is complete. All of these are vastly more powerful in the hands of a master enchanter, much like Brass Daddy himself.
Added various missing icons for items in game, such as quartz ore.
Sotha Sil's mask (now his crown) has a new enchantment and powers.
Changed Subori's quest to be about following various bottles.
The runaway train sidequest now has a nonviolent solution.
The Chamber of Soleh is now a single area, with more queues for the invisible bridge puzzle.
Added sound queues to the radio tower box collection sidequest.
Added non-sneaking based solution to the Slums main quest.
Industrial district main quest now involves tracking down visible lightning blasts, and has multiple solutions for various stages in the quest.
Temple main quest has been shortened and made less tedious, including reducing the radius and locations of the liches and removing various pointless stages.
Added new original artifacts in Sotha Sil's Lab.
The Vault of Magnus will allow you to bypass its puzzles provided you have mastery (100 >) in the associated skill.
The Valley of Udok's puzzle has been redone to be more navigable and based around color matching, and is no longer instant death upon failure.
Vast amounts of optimizations done in various areas, including the Clockwork City itself (which now runs at playable framerates!)
A huge amount of new models, including signposts, lanterns, TUBES, wires, spheres, tunnels, and more, all appropriate or based off the existing Sotha Sil tileset.
Imperfections, Fyr Manor Modules, and Pieces of God are now able to be detected via the Detect Key spell effect.
Fixed issue where augmentations didn't work.
Fixed various script issues that would cause the mod to not work in OpenMW.
Reduced number of enemies throughout the mod, except where appropriate.
Hall of Delirum's meshes are now separate from Ghostfence meshes, allowing better compatability.
Fixed bad integration errors that prevented various doors from working.
Almalexia will now reset herself if you Darth Maul her off the ledges of the final battle arena. You have to do it PROPERLY, with swords, like Todd intended.
Fixed various bad colliders that could cause you to fall through stairs.
Fixed mismatched icons on ceramic armor.
Fixed missing textures for various meshes.
Fixed softlock that occurred with moon sugar crates in the Residential main quest.
Fixed exploit that would allow for infinite Ceramic pauldrons from the High foremer.
Fixed quests that wouldn't mark themselves as complete.
Fixed issue where the Sanctum of Serlyn couldn't be completed.
Fixed lighting issues in the depths.
Fixed issue where various lifts wouldn't function correctly, at least visually speaking.
Working on an update to Sotha Sil Expanded now that I have the power of modeling on my side. It's TUBE TIME.
Working on diagnosing some Sotha Sil Expanded bugs in OpenMW, also screenshotting shit
Thanks to the magic of blender I can finally achieve my lifelong dream of having Sotha Sil have a little version of his city in his secret lab.
Making various new lantern and tube meshes for this thing.