Skyrim

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TaeRai

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TaeRai

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  1. TaeRai
    TaeRai
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    Sticky
    Turns out I stuffed up the file guys, extremely sorry about that. I am uploading it now and it should be up as on as possible. Once again, sorry!
  2. bootrocket
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    SSE port, please !!!
  3. igotnousername
    igotnousername
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    !!!!!!!!!! BUG FIX !!!!!!!!!!!

    IF NONE OF THE NEW OBJECTS IN THIS MOD ARE APPEARING

    Go to meshes, rename "Modder Resources" to "Modders Resources"

    Have fun.
  4. igotnousername
    igotnousername
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    Holy crap. I have no idea why my lab doesn't look like that in the pics.
    Always though the lab was so plain even with this mod for a year!
    Only to check back to confirm what it actually should look like.

    Something is wrong.
  5. OverlordNexus
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    Thanks for uploading this mod. Most features and items appear properly, and Sinderloin's Lab (vanilla) needed work to be useable. The weapon plaques that you added are not working in my game. The hanging meat and some of the other features in the photos are not appearing in my game either.
  6. daventry
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    So i explored the House and love it to bits, thank you for leaving Sinderions Body with the Logbook on him, it would have been a mess of a Bug if you dont know Scripting.

    Would you be so kind as to move the Anvil and Grinder to the outside aswell please and the Tanning Rack seems to be floating.
     
    For some reason, im not seeing any of the Books or Rolls of Papers or the Basket near the Fireplace or the hanging Meat or any of the New Alchemy stuff in the House. The Armor and the Plaques and the Chest and the Barrels are all there, just not the other things.
    1. TaeRai
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      I'm not sure about the anvil and grinder since I plan on using this too and it's not a big enough of an issue to do another version HOWEVER, I will provide instructions for you to do if you need them
    2. TaeRai
      TaeRai
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      Did you drop the meshes and textures into your meshes and data folder or did you do a NMM install?
    3. daventry
      daventry
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      Theres No Mesh Folder, just the esp
    4. TaeRai
      TaeRai
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      Doh, I know why! Give me a second...
    5. TaeRai
      TaeRai
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      It was my fault, wrong file. Sorry lad, try it now!
    6. daventry
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      In response to post #10656031. #10656164, #10657291, #10657374, #10657390, #10657716 are all replies on the same post.
       

      Thanks for the New File and it seems everything is there, but they are Invisible, i see the Names and click on it, then i have the Ingredients and the Scrolls.

      Please put Ingredients in the Chest on the Wall where the Nirnroot Plant is.

      Oh and theres a Dwemer Sphere Attacking me outside the House, even after i killed it seconds ago since Disabling your Mod seems to fix it.
    7. TaeRai
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      Hm, I'm not sure about that. Are you installing through NMM or manually?

      No, I much rather have them there. I fulfilled your request, but it doesn't mean I have to cater to your every need. I have no problem with you editing your own file

      I didn't add it any enemies outside the house. Possible vanilla issue, will fix.
    8. daventry
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      I Downloaded Manually
    9. TaeRai
      TaeRai
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      Ah, I'll check again but it's late here so I'll do it when I get up.
    10. daventry
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      Ah, your from Australia witch is 8 Hours forward from South Africa, witch means its 10pm there or something, goodnight since its just 2pm here in the day
    11. Mr. Dave
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      Yeah, the invisibility thing happening with the basket and scroll pile is an issue. It's still happening.
      No, the steamball hanging outside the door is not an issue. That is correct vanilla placement for that particular creature. It is guarding the door to Sinderion's.
    12. TaeRai
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      I don't know why then. I have placed all the meshes and textures into their folders and have packaged it... Any help would be useful!
    13. Mr. Dave
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      Are the meshes and textures supposed to be freely placed in the textures and meshes folder with no sub folder?
      I fixed all of the improper textures (removing erroneous alpha channels where need be and building them where needed), then fixed the meshes by setting their BS NUM UVs to 4097, lowering the alpha threshold to 68, batch correcting the tangent data, and they still don't show. I even tried making skin partitions just in case, but of course, they have none.
      ... I'll keep messing with them. Got a raging fever at the moment so all is going slow while I trudge through the hallucinations. ;|

      EDIT: Potato texture for normal map is set to use something with a tall rectangle with a white diamond in it as a character followed by NOR. It isn't a valid texture path.Looks like all of the potato meshes use it.
    14. TaeRai
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      I'm sorry you're unwell I reuploaded so hopefully it's fixed but in case it's not, this is what I did:

      Made New desktop folder named Sienderion's Lab Redone.
      Made a new folder in there called Data
      Made two more folders called Meshes and Textures
      C&P ESP to new Data folder
      Moved the new meshes to the folder and sorted them into folders like my own original meshes folder.
      Did the same for textures.
      Closed back to desktop and added the whole folder to archive. Saved to desktop.
      Uploaded to Nexus.
    15. Mr. Dave
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      Right on man. I'll check it here real quick.

      Well crap. Those items still are invisible, but definitely there.
      It has to be something in the nif file. Unfortunately my roommate gave me something he claimed was a decongestant... it wasn't lol. Fever won't make a bit of difference for about 4 ours now.
      I'll start digging through the nifs again...

      EDIT: Maybe try letting Steam build you a .bsa file?
    16. TaeRai
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      Thanks a lot for helping, this is a lot difficult then I imagined...
    17. Mr. Dave
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      Yeah there are a ton of steps for each different type of item you are porting either in or out... and any one of them can cause catastrophic failure. Trust me lol, my failure to success ratio is 10 failures : 6 successes. And that's on a per item scenario.

      I'm still not seeing anything glaring in the nifs that stands out as an issue. I'll keep looking... where the hell is Ghogiel when ya need him?

      EDIT:Z well . i had a good question when i hit thr edit button.
      Oh, do you use scripts for the baskets and scrolls? If yes, you may just need to include them with the mod.
    18. TaeRai
      TaeRai
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      *thinks for a second* Scripts... Doh.
    19. daventry
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      Thanks for the New Update, downloading now
    20. TaeRai
      TaeRai
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      There should be the new final version up now. I had forgotten the scripts...
    21. Mr. Dave
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      The source scripts are there. However the actual compiled scripts aren't.
      Have Steam build you a .bsa file for upload. It will make sure everything necessary for the mod to run is included.
    22. daventry
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      Im wondering if the Mod is compatible with this, witch it should, because there are still no extra stuff from the Sinderion House and the Dwemer Sphere is still around.
      http://www.nexusmods.com/skyrim/mods/35865/?
    23. TaeRai
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      @Mr Dave: I'm afraid I don't know how to do that. I use the SKSE starter, not the Steam Launcher....

      @Daventry: It should be, I didn't touch anything outside
    24. Mr. Dave
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      okay just go into the scripts folder and copy/paste the following scripts to the upload scripts folder.
      ActivateLinkedChestDummyScript
      defaultBlockFollowerActivation
      PlayerBookShelfClickTriggerSCRIPT
      WeaponRackActivateSCRIPT
      WeaponRackTriggerSCRIPT
    25. TaeRai
      TaeRai
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      Thank you so much! Seriously, you are the greatest
  7. nototheman
    nototheman
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    Awesome! I keep saying that Blackreach needs more love. This saves me from learning hod to mod just so I can create my own home down there.
    XP
    1. TaeRai
      TaeRai
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      Thanks, I hope the file works for you, I've been having problems as stated below... Let me know if anything goes wrong!
    2. daventry
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      Just a thought, put in your Description the Link to the Mod where Blackreach is Clean, otherwise People will Request you to do it
    3. TaeRai
      TaeRai
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      Why? I have no reason to, I don't use the mod
  8. anik50
    anik50
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    Hm... downloading again to see if everything is right this time. By the way is this the cleaned file or there will be another upload?
    1. TaeRai
      TaeRai
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      Another upload is to come, its just late here in Aus and even with coffee in me, I'm finding it hard to concentrate... Very sorry, will upload in morn
    2. anik50
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      Much appreciated, sleep well!
  9. livnthedream
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    Only real complaint is the 40 udr and 7 itms. Cleaning would be nice. Endorsed.
    1. TaeRai
      TaeRai
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      Excuse me?
    2. livnthedream
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      You have 40 deleted references, which can cause a ctd if they are referenced by another mod and not found. Additionally you have 7 records that are identical to the master files, meaning they are just taking up space, or will reappear if another mod moves/disables them. Doing a quick clean with tes5edit is a good idea whenever you mess around in the ck, simple because even clicking on an item will save it. It is not an end of the world you must fix it nao problem, but it is good etiquette.
    3. TaeRai
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      Well, i have no idea what any of that means but I'll clean it ASAP.
    4. livnthedream
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      Basically, you should never delete something vanilla in the ck, its always better to disable it. Similarly identical to master records can make things appear or disappear depending on load order. Say another mod removed a barrel in the house, your mod having an itm can make it reappear, which could screw up the other mod, or have unintended results for what the player wanted.

      Thanks for fixing the file!
    5. TaeRai
      TaeRai
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      I understand now. Cleaning right now. And thank you for the quick CK lesson!
  10. Demorticus
    Demorticus
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    This is pretty nifty. I always thought it would be a nice addition to have somewhere to sleep while mining and exploring Black Reach. I have a few ideas that would add to this mod even more. For one, I wish that it actually started out as a wreck, and you had to use a workbench like in Hearthfires to clean it up. Technically, one could simply not load the mod until after discovering the lab to imitate that same thing, but nonetheless, it would be a nice feature.
    Furthermore, Sinderion seems to have succumbed to the unfortunate "Falmer murdered the hell out of him" syndrome, probably unexpectedly. To not also experience this, once you move in, it would be a neat feature to have bone-chime traps or tripwire traps outside the door. Falmer wouldn't see them, and would give you warning should you be attacked again. Additions into the Black Reach world-space might make this less compatible with other mods, but it would certainly add to the immersion of the location.

    Either way, this is a cool looking mod! Thanks!
    1. TaeRai
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      Yeah, but I unfortunately don't have a smidgen of scripting talent in me -.- I would love to do that, but it's just not possible now.

      Hm, plausible. I can try but no promises from my end
  11. anik50
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    Carried all the junks from the dwemer ruin onto the Black Reach &.... now I have a neat place to store & take a breather! Really neat work!

    Not a fan of waiting 30 in game days so asking anyway will the nirn roots & other ingredients re-spawn like the Hearthfire houses? It would be nice if they did!
    1. TaeRai
      TaeRai
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      Thanks!

      Everything is set to respawn EXCEPT the chests and special containers