The Elder Scrolls V: Skyrim

The Elder Scrolls V: Skyrim

Sinderion's Actual Laboratory
32 Comments
Thejimster82  [author] 22 Jul, 2014 @ 12:53pm 
I'm really glad you enjoy the mod Ashley!
ashleyclark1 22 Jul, 2014 @ 5:44am 
This may be an older mod, but it suits my character to a tee. I use Alternative Start from Nexus to start a game, and as a necromancer, Sinderion's Lab is where the mod has you start. So to me, this mod is just right.

Thank you for the time and effort you put into making this mod.
Thejimster82  [author] 4 Nov, 2013 @ 4:16pm 
I made this mod over a year ago, I really can't do much now to fix this issue, just finish the quest with the mod, delete the mod, and then continue the quest
daventry 3 Nov, 2013 @ 9:59pm 
After Deleting the Mod, the Quest about finding the Log Book on the body of Sinderion is now completely gone and Bugged, because the Quest Marker is now hovering at an Empty Vanilla Skeleton where im suppose to pick up the Logbook
daventry 2 Nov, 2013 @ 6:57am 
I found the Tiny Skeleton, but the Journal is on a Shelf where the Quest Arrow is pointing in the air where theres suppose to be a Skeleton, please put the Journal on Sinderion and if you dont know Scripting, let someone help you so the Body can Disappear when the Quest is done.

Can you place more Guards around Blackreach please.

Please make an Optional Mod without these...
Its a little unrealistic for a Trapdoor into the roof of the House leading Magically to Whiterun when Blackreach is near Winterhold, rather Remove it please and also the Tower structure thing on the roof with the little doors leading to the other Cities whereas i cant even find the key at all.
Please make stairs on the outside of the building leading to the roof, because having a trapdoor in the House with no ladder leading up to it is very unrealistic.
Thejimster82  [author] 24 Oct, 2013 @ 3:52pm 
I also uploaded the updated version here
Thejimster82  [author] 24 Oct, 2013 @ 3:48pm 
This mod has been posted on the Skyrim Nexus,with updated lighting, better organized weapon mounts, and less clutter. http://skyrim.nexusmods.com/mods/44797/?
daventry 24 Oct, 2013 @ 5:06am 
No problem and thanks :)
Thejimster82  [author] 19 Oct, 2013 @ 8:53pm 
Sorry it's taking a while I made the mod almost 2 years ago so I'm making modifications to it before I re-release it.
daventry 19 Oct, 2013 @ 11:21am 
Thanks :)
Thejimster82  [author] 17 Oct, 2013 @ 6:47pm 
Ok
daventry 16 Oct, 2013 @ 5:42am 
Please put this onto the Nexus Forum
Techdefined 28 Dec, 2012 @ 9:52am 
No problem.My post was just to make people aware if they want use dwarwen armor.
Just unselect at the dwarwen boots necklace/amulets as biped object let only feet selected.
I use your fine mod which i find great for my needs pls take my comment as a suggestion.
By the way i've found two nirnroots (cannot be harvested)in the house exterior below the soil of the mansion. Was that intenteded? Also some containers respawn. (main container in front of the bed and the one on the roof)
Thejimster82  [author] 22 Dec, 2012 @ 7:34pm 
i made this mod a while ago but if you can tell me how to fix the bug i will
Techdefined 22 Dec, 2012 @ 1:39am 
There is a big bug, with this mod ! You have selected for dwarwen boots amulets and feet as biped object. So if you want to equip a dwarven boot it will unequip any necklace.

However it's interior is excellent and what i searched for but exterior is really a overkill. And personally i don't like falmer walls and gates.
Mad Hatter 19 May, 2012 @ 2:41pm 
Updated my rating. Cleaned up very nicely. I'm still not fond of the followers or the weapons inside and the nirnroot gardens but it's cozy and useable now. (I had to pick all the nirnroot just to get rid of the seriously annoying bells and the followers keep running off chasing falmers and causing this thunderclap you can hear everywhere.. completely breaks the eerie , gloomy feel the blackreach devs were going for)
Thejimster82  [author] 16 May, 2012 @ 3:42pm 
and update 1.81 is live
Thejimster82  [author] 16 May, 2012 @ 2:54pm 
i have heard the comments about it being cluttered and an update is on the way, i plan on removing: the dog, the heads on the walls, some clutter on the worktable, some clutter on the roof, and tidying up some of the portals (i dont want to get rid of them because it takes forever to get to the house without them, making it a difficult home base) some clutter on the floor, the statues, some of the banners, and moving: the merchant, and the grind stone. Hope some of you are satisfied with the changes :D
Mad Hatter 16 May, 2012 @ 8:18am 
Far too cluttered. Are the shrines in the yard really needed? A ghost dog I can understand, but a "friendly" falmer... merchant? (Velethor.. originally named too! :D) The concept is awesome, making blackreach more useable gets an A+ but imho this mod needs alot of the clutter cleaned up and get back to the feel of the area.
Thejimster82  [author] 15 May, 2012 @ 2:30pm 
Sorry for posting on another's mod, yet it was the only way for anyone not scouring the workshop for hours to find my mod. I know that i might have added a little too much into this mod, but only in the hopes of making blackreach a more liveable space. Instead of just having enemies surrounding the area, i thought it might be nice to have a few friends (ie. the dog, the followers) and in doing this i might have skewed the lore a bit, but i think that this is made up for in sheer fun.
ARROW404 14 May, 2012 @ 2:26am 
A little overkill. I would have taken it if it just added mannequins, weapon racks, a garden, and maybe a few extra structures, but the ghostly dog, portal, animal heads and followers seem out of place, especially in Blackreach.
micycle 13 May, 2012 @ 10:20pm 
cool looking place. ill give it a shot.

stop advertising it on other mod comment pages though... thats not cool man.
Rugaard 22 Apr, 2012 @ 8:03am 
Great mod ! With a multiple follower mod, you can build a group to explore blackreach, i like it. Can you upload it on Nexus please ? :D
Dragon Master Z 31 Mar, 2012 @ 12:24pm 
Damn this mod deserves at least 9000 subs, soooooo underated even though it is on par with others like dovahkiin temple. GREAT GREAT work you done there and good luck for your future work :)
The Alluring Albacore 26 Feb, 2012 @ 6:01pm 
can you give the item codes for the arrows?
Thejimster82  [author] 26 Feb, 2012 @ 8:52am 
i am taking all requests into account and making changes accordingly.
The Professor 26 Feb, 2012 @ 6:10am 
Hey - I stumbled across this mod and it looks quite nice, but I have one suggestion:

Besides the nearby elevator, Sinderion's Lab is quite tedious to get to, thereby making it hard to use as a base of operations. I was wondering if you had considered adding some magical teleport pads (similar in style to those in the Wizard's Tower in Oblivion, for lore purposes), perhaps in the Archmage's Quarters of the College, the hidden Blades hideout in Riverwood (and a similar way back inside the Lab) etc - naturally that can only be used when you've visited Sinderion's Lab and the appropriate locations.

Clock Destroyer 24 Feb, 2012 @ 1:02pm 
perfect for a alchemist character. Thanks!
MalZen 18 Feb, 2012 @ 9:24pm 
under-rated! under-rated! under-rated!
Thejimster82  [author] 18 Feb, 2012 @ 11:04am 
thank you :)
Skaw 18 Feb, 2012 @ 10:52am 
Nice mod!
MalZen 16 Feb, 2012 @ 8:13pm 
Nice. first house oriented mod I have found to my tastes and worth subbing. What skin is that dog?