Wheels of lull walkthrough. Skyrim - Story mod "Wheels of Calm"


Requirements: Skyrim SE
Version: 1.01

Critical update!
- fixed a crash due to the use of Bruce's train-hat as a texture trainhat.tga, found and replaced with trainhat.dds. Download the mod and replace BrhuceLegacy.bsa

Warning:
This mod contains harsh, swear words and jokes! Bruce is not a good Dwemer and will use all his powers to humiliate you, those around you and everything around you. If you are a weakling or a sensitive person - do not download this mod and complain later if your feelings are hurt. You have been warned!

Description:
So you've explored all the locations in Skyrim, you've downloaded a lot of companion mods and tried them out, and damn it, you're tired of all those barely dressed Barbie dolls that look like they were made by a schoolboy who just discovered that people of the opposite sex exist. You want to find a quality follower. I'll disappoint you as long as there aren't any, but why don't you try taking Bruce Hammar with you. He sends trains to opponents!

About the quest:
Bruce Hammar: Legacy is a fully voiced companion with its own quests. He is a disgraced Telvanni Lordmage. Bruce is an elegant and powerful wizard with an unhealthy obsession with machinery.
After meeting with the Dragonborn and keeping him company on adventures, Bruce will offer to participate in his quests. You'll explore the other Planes of Oblivion, fight off invading otherworldly creatures, venture into space to learn the mysteries of the Dwemer, and even control your own giant robot. This is not a joke, the mod has a "giant robot" mini-game and when you get access to it, you can use it to fight against giant monsters. You will also find a huge assortment of prizes, artifacts, spells and weapons! Drink from the legendary Question Mug, convert gems, and even get your very own robot horse!
Bruce has many different dialogues, comments, jokes and jokes in his arsenal. Passive random comments have also been added, for this you just need to ask Bruce to express his opinion about a particular place or situation. Bruce is available for family life, has his own house, knows a lot of spells and much more!

Peculiarities:
- Fully voiced companion with many features
- Over 200 unique dialogues voiced by professionals, not very professional, but outright nerds
- His own unique combat AI, Bruce rushes around the area, switching from spells to fighting style and even explodes like a kamikaze
- Ability to change Bruce's combat power configured by the author. Just ask him to be less obsessive and he will change his style to a more balanced one in your opinion or ask him to become completely crazy, but then as they say, you asked for it ....
- Unique armor, weapons and even spells! Watch Bruce hurl trains, breathe steam, or chop up enemies with his swords.
- Opportunity to take as a spouse if you are interested in the nerdy 300-year-old techno-mage in this capacity
- Over 100 comment lines for all cities, towns, dwemer and draugr ruins, caves, necromancer havens and much more!
- His own special mount, which he will climb whenever you just sit on your horse!
- Teleportation, as soon as you complete the corresponding quest, to your own hangar with a giant robot to fight universal evil!
- Ability to transform items into others! He can give you unique things! THINGS! AAAAAAAA!
- 5 huge quests offered by Bruce - "Exploring the Planes of Oblivion" (including the Bog!), "Exploring the Dwemer Space Station in Zero Gravity", "Visiting the Ruins of a Daedra Prince", "Defending Skyrim from an Alien Invasion", AND!! (drumroll!) "Piloting your own giant robot"!
- New locations, new worlds, Dwemer structures lost in centuries, and even Sanguine's secret treasury....
- Protect Skyrim from various super enemies with your own Giant Robot and if successful, a unique prize!
- New enemies, from deadly Security Robots and Sweet Trolls to the mysterious Salmon of Doubt
- New armor, weapons and abilities available through quests. New artifacts, spells that can be used underwater and I already forgot did I mention the robo-horse?

Start of adventure:
- You can meet Bruce in the abandoned Blackreach Pumping Station. As you understand, you need to have access to the Black Reach to get to it.
- After a certain number of enemies destroyed together with him, Bruce will offer you his first quest
- After completing the first 3 quests, Bruce will offer you his main quest, in which you can control a giant robot
- If you have completed the Sanguine quest, Bruce will offer you a quest to find the Beer Mug of Questions

Requirements:
- Skyrim SE

Installation:
- Place the Data folder (with all contents) from the archive in the game folder (not in Data) and activate it in the launcher

Conflicts and advice:
Connect the plugin AFTER any mods with changes to follower settings such as or . If you don't, it's not so bad, Bruce just won't ride his uh...horse. And maybe it will.
This mod adds something to the Abandoned Pumping Stations of Blackreach, namely Bruce himself. So there will be conflict with anything that changes that location.
To enter and exit your space hangar, speak to Bruce after completing the Peace to Skyrim quest!

Be sure to download and evaluate the rest of the mods in this series, created by the genius Trainwiz:
Aethernautics - A Space Travel Mod (Eternavtika - space travel) - since ancient times, people have tried to practice the magic of traveling in space and time, but only the most inquisitive minds managed to achieve at least some achievements in this area - the Dwemer. Quite by accident, having stumbled upon another tip (an automatically added quest upon entering the game), you can go on a new adventure in search of an ancient lost Dwemer Airplane, and also complete the work once started by the Chronologists - change the future for the better.

Blackreach Railroad (Dwemer locomotive) - deep in the bowels of the earth, the Dwemer built huge cities of sparkling bronze and chiseled stone. Their networks traversed all of northern Tamriel, stretching from Hammerfell in the west to Morrowind in the east. From the depths of the Blackreach came rumors of a brilliant steam device capable of moving at great speed and communicating with even the most remote outposts of the Dwemer underground civilization. Can you solve this riddle? The Blackreach Railroad is a new adventure for players who love Dwarven technology, adding a locomotive, train tracks and a series of stations around Blackreach and other Dwemer ruins. After a small quest to restore the train, the player will be able to freely use the device to move around the Black Reach. The player can also choose to explore unexplored paths, thereby opening up new stations throughout Skyrim.

Fyr Manor (Fir's Manor) - Adds the home of the great Telvanni mage Lord Divayth Fir. Fira Manor has dominated the Clockwork City for centuries, changing hands as often as it loses modules.
But now that the Nerevarine has sailed to Akavir, and Lord Fir is doing his own thing in his own reality, the estate needed a new owner, and who would be better suited for this role than Dragonborn?
And therefore, Dovakin was not even going to be interested in whether he really needed such happiness, they simply took him and moved him to the last working part of Sotha Sil, after which they ruthlessly gave ownership of the greatest house ever built.

The Lost Wonders of Mzark (The Lost Wonders of Mzark) - in the ports of the north you can often hear stories about Dwemer ruins, which the world has never seen. About a strange Dwemer machine waiting in the wings far away in the ocean washing the shores of Skyrim. Deep within these ruins lies the last project of the great lord of Blackreach. The story goes that Mzark, who ruled over the entire undermountain kingdom of Skyrim hundreds of years ago, left behind many untouched wonders to this day, which are guarded by strange intelligent machines, looking for adventurers even now, worthy to help the machines complete their task and master the lost wonders of Mzark! The Lost Wonders of Mzark is a great quest that will especially appeal to dungeon crawlers who love solving mysteries. Also, local enemies will require a special approach to defeat them, just swinging a sword will not defeat them.

The Wheels of Lull (Wheels of Lull) - digital say that we came from another star, but so many have forgotten this. I have not forgotten, for my heritage has granted me an audience with Memory, and I have spoken to the Wheels of Calm. I have seen confirmation, as have all who ascend Above during the Season of Earthfall, when the winds of Above subside enough that anyone can make the pilgrimage under the banner of Vehk and Vehk. Although many Above have renounced Memory, they also remember.
In the very depths of Nirn, under the magma flows and the still-working mining machines of the dwarves, sprawled the vast Clockwork City of Sotha Sil. Two centuries ago, a hero passed through its non-existent gates, forever changing the city and its inhabitants. As a result of his actions, Chronographs appeared, manufacturers - the keepers of time and the world. For two whole centuries they lived in the great voids and on the landing grounds of their ruined home, silently guarding the world from all danger.
But now, deep below the Throat of the World, a threat arose at one of their most remote outposts. The rejected and broken Chronographs of Lal Mor had no choice but to seek help in the outside world and again lead the mortal hero into the depths of the Clockwork City in order to prevent the mad mystic and his terrible army of test subjects from destroying the foundations of the universe! And once again the expanses of Sotha Sil await you, and again you have to turn the Wheel of Calm.
The Wheels of Calm is a major quest add-on that not only is the sequel to the Sotha Sil Expanded mod, but also ties together all of my previous quest mods for Skyrim, including Eternavtika, Mzark, and even Bruce Hammar. This time, the player will have the opportunity to join the ranks of a group of rejected Chronographs and visit Lal Mora, a remote outpost of the Clockwork City, located on the very edge of Sotha Sil's domain.
As in

"The Digitals say we came from another star, but so many have forgotten it. I haven't forgotten, for my heritage granted me an audience with Memory, and I have spoken to the Wheels of Calm. I have seen confirmation, as have all who rise Up in time The Season of Earthfall, when the winds Above are so quiet that anyone can make the pilgrimage under the banner of Vehk and Vehk. Although many Above have renounced Memory, they remember too."

In the very depths of Nirn, under the magma flows and the still-working mining machines of the dwarves, sprawled the vast Clockwork City of Sotha Sil. Two centuries ago, a hero passed through its non-existent gates, forever changing the city and its inhabitants. As a result of his actions, Chronographs appeared, manufacturers - the keepers of time and the world. For two whole centuries they lived in the great voids and on the landing grounds of their ruined home, silently guarding the world from all danger.
But now, deep below the Throat of the World, a threat arose at one of their most remote outposts. The rejected and broken Chronographs of Lal Mor had no choice but to seek help in the outside world and again lead the mortal hero into the depths of the Clockwork City in order to prevent the mad mystic and his terrible army of test subjects from destroying the foundations of the universe! And once again the expanses of Sotha Sil await you, and again you have to turn the Wheel of Calm.

The Wheels of Calm is a major quest add-on that not only is the sequel to the Sotha Sil Expanded mod, but also ties together all of my previous quest mods for Skyrim, namely, and even Bruce Hammar. This time, the player will have the opportunity to join the ranks of a group of rejected Chronographs and visit Lal Mora, a remote outpost of the Clockwork City, located on the very edge of Sotha Sil's domain.
As in Sotha Sil Expanded, the player will have to solve various tasks and puzzles. The mod has five huge dungeons with mini-bosses, unique treasures and a bunch of mysteries, so you won't be bored. The player will visit new unusual places, explore the depths of the ocean, an underground forest and a giant foundry, fight strange monsters using the Chronograph Arquebus and the Gowery Stopper, and of course, be able to try on the Chronograph attire. Among other things, the player will get acquainted with a bizarre part of the lore, plunge into the amazing world of TES metaphysics and learn about Towers, Landfall and the already mentioned Calm Wheels.

Peculiarities:
- A large main quest that is divided into seven parts and includes riddles, espionage, poltergeists, mad scientist and oil.
- Five dungeons containing unusual boss fights, as well as large and unique locations with a non-linear design reminiscent of The Legend of Zelda.
- A new city, complete with many characters, moving parts and little bug manufacturers.
- There are more than seven side quests in Lal-More, where you have to solve puzzles and overcome various difficulties, relying more on intelligence than strength.
- Over ten new weapons, including clockwork drills, lightsabers, electric wands, and of course the arquebus beloved by all Chronographs.
- New Armor and Equipment: Chronograph Robe, Powerful Clockwork Armor, and Defense Packs.
- A new race of extremely eccentric fabricators - the living machine-mers of Sotha Sil!
- The return of characters from SSE and past games in the series, as well as those mentioned only in the deepest jungle of lore.

Start:
- There are level restrictions, so in order to start the mod, your character must be at least level 15. Your character must be at least level 30 to complete the mod.
- Fast travel to any open settlement, excluding the five main cities, when you match the level. A strange mer will approach you, and your adventure will begin.
- Knowledge of Shouts is not required, but they can be useful. Follow the advice of chronographs, explore the environment and use all available equipment.
- You don't have to play Sotha Sil Expanded to understand this and my other mods, but if you did, the events and characters will make more sense.

Compatibility and Tips:
This mod is best put one of the last in the load order. The mod does not make significant changes, but it does change a few things in the area around High Hrothgar, Winterhold and the Thalmor Embassy, ​​however, these changes should be compatible with most other major modifications. This mod also changes several sound files to improve the atmosphere, so load it after any sound mods.
Also, some music mods can cause strange changes in the atmosphere, so don't be surprised.

Have you ever wondered what is under your feet when you set foot on the land of Nirn? Once discovered by Lord Sotha Sil, the secret of the world order inspired him to study and improve the mechanics of the universe. Endowed with powerful energy, Sotha Sil built a masterpiece - the Clockwork City. The titanic mechanism became the pinnacle of his thought. Engineering and metaphysics are closely intertwined in the embodiment of ideas.
What happened after Sotha Sil died? What happened to the cars? What happened to the intelligence he endowed his creations with? How is the Clockwork City connected to the world, and what happens if someone can influence it all? You can find the answers to these questions in the Wheels of Calm quests. You will get only to the very outskirts of the great city, to the mysterious Lal-Mor, but even this relatively small place is enough to demonstrate the secret of the great mechanism, endowed with a divine spark, the forces that rotate the whole world.

Peculiarities:

  • A massive main quest that is divided into seven parts and includes riddles, espionage, poltergeists, a mad scientist and oil.
  • Five dungeons containing unusual boss fights, as well as large and unique locations with a non-linear design reminiscent of The Legend of Zelda.
  • A new city, complete with many characters, moving parts and little bug manufacturers.
  • There are over seven additional quests in Lal-More, where you have to solve puzzles and overcome various difficulties, relying more on intelligence than strength.
  • Over ten new weapons, including clockwork drills, lightsabers, electric batons, and of course the Chronographer's favorite arquebus.
  • New Armor and Gear: Chronograph Robe, Powerful Clockwork Armor, and Defense Packs.
  • A new race of extremely eccentric fabricators - Sotha Sil living machine-mers!
  • The return of characters from SSE and past games in the series, as well as those mentioned only in the deepest jungle of lore.
You can download the add-on on the site of colleagues Modgames.net -

The Wheels of Lull- a huge, fully voiced story mod that is closely intertwined with the world Skyrim.

The player will have to join the squad Chronographs, go to Clockwork City, outpost Lull More which is located on the outskirts Sotha Force.

The mod focuses on solving various puzzles and tasks. With five huge dungeons, mini-bosses, unique treasures and lots of puzzles, you'll find something to do here.

You are waiting for locations never seen before, from the depths of the ocean and underground forests, to giant foundries filled with very strange creatures. You'll also find new weapons, from Chronograph Arquebus to Goveri's special device, you can put on Chronograph robes, and much more.

The Wheels of Calm will give you a look at the other side of the lore of the series TES, plunge into the metaphysical world TES.

Deep deep in nirne, between lava flows and dwarven machines, lies the great Clockwork City Sotha Force. Two centuries ago, one man stepped through the gate and forever changed it and its inhabitants.

As a result of this, there Chronographs, manufacturers, keepers of time and world observers.

For two centuries they lived in the ruins of their city, silently protecting the world from danger.

But now, deep down Throat of the World a new danger has emerged. Time-beaten Chronographs from Lull More forced to seek help on the surface, to once again let the mortal hero into the depths of the Clockwork City to stop the mad mystic and his army, created as a result of terrible experiments. Once more descended into the Expanses of Sotha Sil, turned once more Wheels of Calm.

Peculiarities:

  • Big main quest, consisting of 7 parts, filled with puzzles and secrets.
  • Five main story dungeons featuring massive combat, unique views, and a non-linear design reminiscent of Legend of Zelda.
  • A new city filled with different characters, moving parts and little manufacturers.
  • Seven side quests with their own puzzles. Unlock all the horrors of the Sea Depths.
  • Over 10 new weapons. From clockwork drills and beam swords to the favorites of all Chronographs, the arquebus. Ancient rifles that fire magical bolts.
  • Several new types of armor
  • New race - manufacturers. Machines that live in Sotha Force.

Requirements:

  • Official DLCs Dawnguard And Dragonborn.

Installation:

  1. Copy the mod files to a folder Data in the game directory
  2. Activate .esp file in your mod manager
  3. Play!

How to start:

To start the mod, you need to match the level - From 15 to 30.

Upon reaching Level 15- Fast travel to any city except for the five main cities. There, a strange stranger will approach you and your adventures will begin.

If for some reason a stranger does not appear and you are level 15, go to Fort Neugrad. The nearest lake will have a strange glow - touch it and the quest will begin.

Links:

About translation:

Translation completed ~ 90%. Scripts and books have not been translated (They do not affect the understanding of what is happening, they serve for greater immersion in the world).

"The digital ones say we come from another star, but a lot of people have forgotten that. I have not forgotten, for my heritage has granted me an audience with Memory, and I have spoken to the Wheels of Calm. I have seen confirmation, as have all who ascend Above during the Season of Earthfall, when the winds of Above subside enough that anyone can make the pilgrimage under the banner of Vehk and Vehk. Although many Above have renounced Memory, they also remember."

In the very depths of Nirn, under the magma flows and the still-working mining machines of the dwarves, sprawled the vast Clockwork City of Sotha Sil. Two centuries ago, a hero passed through its non-existent gates, forever changing the city and its inhabitants. As a result of his actions, Chronographs appeared, manufacturers - the keepers of time and the world. For two whole centuries they lived in the great voids and on the landing grounds of their ruined home, silently guarding the world from all danger.

But now, deep below the Throat of the World, a threat arose at one of their most remote outposts. The rejected and broken Chronographs of Lal Mor had no choice but to seek help in the outside world and again lead the mortal hero into the depths of the Clockwork City in order to prevent the mad mystic and his terrible army of test subjects from destroying the foundations of the universe! And once again the expanses of Sotha Sil await you, and again you have to turn the Wheel of Calm.

The Wheels of Calm is a major quest add-on that not only is the sequel to the Sotha Sil Expanded mod, but also ties together all of my previous quest mods for Skyrim, namely Eternautica, Mzark, Fira Manor and even Bruce Hammar. This time, the player will have the opportunity to join the ranks of a group of rejected Chronographs and visit Lal Mora, a remote outpost of the Clockwork City, located on the very edge of Sotha Sil's domain.

As in Sotha Sil Expanded, the player will have to solve various tasks and puzzles. The mod has five huge dungeons with mini-bosses, unique treasures and a bunch of mysteries, so you won't be bored. The player will visit new unusual places, explore the depths of the ocean, an underground forest and a giant foundry, fight strange monsters using the Chronograph Arquebus and the Gowery Stopper, and of course, be able to try on the Chronograph attire. Among other things, the player will get acquainted with a bizarre part of the lore, plunge into the amazing world of TES metaphysics and learn about Towers, Landfall and the already mentioned Calm Wheels.

Peculiarities:

A large main quest that is divided into seven parts and includes riddles, espionage, poltergeists, a mad scientist and oil.

Five dungeons containing unusual boss fights, as well as large and unique locations with a non-linear design reminiscent of The Legend of Zelda.

A new city, complete with many characters, moving parts and little bug manufacturers.

There are over seven additional quests in Lal-More, where you have to solve puzzles and overcome various difficulties, relying more on intelligence than strength.

Over ten new weapons, including clockwork drills, lightsabers, electric batons, and of course the Chronographer's favorite arquebus.

New Armor and Gear: Chronograph Robe, Powerful Clockwork Armor, and Defense Packs.

A new race of extremely eccentric fabricators - Sotha Sil living machine-mers!

The return of characters from SSE and past games in the series, as well as those mentioned only in the deepest jungle of lore.

Start:

There are level restrictions, so in order to start the mod, your character must be at least level 15. Your character must be at least level 30 to complete the mod.

Fast travel to any open settlement, excluding the five core cities, when you're leveled up. A strange mer will approach you, and your adventure will begin.

Knowledge of Shouts is not required, but they can be useful. Follow the advice of chronographs, explore the environment and use all available equipment.

You don't have to play Sotha Sil Expanded to understand this and my other mods, but if you did, the events and characters will make more sense.

Compatibility and Tips:

This mod is best put one of the last in the load order. The mod does not make significant changes, but it does change a few things in the area around High Hrothgar, Winterhold and the Thalmor Embassy, ​​however, these changes should be compatible with most other major modifications. This mod also changes several sound files to improve the atmosphere, so load it after any sound mods.

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