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.
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.
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.
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
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.
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.
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
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.
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.
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.
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?
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.
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.
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/?
okay just go into the scripts folder and copy/paste the following scripts to the upload scripts folder. ActivateLinkedChestDummyScript defaultBlockFollowerActivation PlayerBookShelfClickTriggerSCRIPT WeaponRackActivateSCRIPT WeaponRackTriggerSCRIPT
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.
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.
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.
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!
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IF NONE OF THE NEW OBJECTS IN THIS MOD ARE APPEARING
Go to meshes, rename "Modder Resources" to "Modders Resources"
Have fun.
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.
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.
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.
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.
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.
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.
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.
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?
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.
Thanks for the New Update, downloading now
Have Steam build you a .bsa file for upload. It will make sure everything necessary for the mod to run is included.
http://www.nexusmods.com/skyrim/mods/35865/?
@Daventry: It should be, I didn't touch anything outside
ActivateLinkedChestDummyScript
defaultBlockFollowerActivation
PlayerBookShelfClickTriggerSCRIPT
WeaponRackActivateSCRIPT
WeaponRackTriggerSCRIPT
XP
Thanks for fixing the file!
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!
Hm, plausible. I can try but no promises from my end
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!
Everything is set to respawn EXCEPT the chests and special containers