The Elder Scrolls V: Skyrim

The Elder Scrolls V: Skyrim

1,260 ratings
The Field Lab
File Size
6.554 MB
Sep 12, 2013 @ 11:59am
Sep 14, 2013 @ 12:06pm
2 Change Notes ( view )

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The Field Lab

A floating Telvanni field lab (player home) that can be summoned anywhere in the world.

This plug-in gives the player access to a unique, magic artifact: the field lab of Divayth Fyr – an ancient and powerful Telvanni mage from Vvardenfell. It is possible to summon this small home anywhere in the world, including cities and interiors with high ceilings such as caves or Dwemer ruins. The field lab's interior mainly contains furnishings for characters that are affiliated with magic, but might as well be used as a mobile safe house with storage possibilities.

- Skyrim (Version or newer)
- Dragonborn DLC

–A hovering field lab, built in the typical architectural style of the Telvanni. It features a platform for an unimpaired panoramic view and can be summoned at any place in the world, provided there is enough space for it. It can be accessed by ascending to it (included floating feature) or via the map marker.

–A brief introductory quest that provides the player with the key to the field lab. It starts with a letter, delivered by a messenger (as usual it might take a while for the messenger to find the player).

–The exterior (platform and the building itself) is not visible from the ground (only visible through light refraction – chameleon effect), in order not stick out in cities and block the view. In its visible state, the exterior is illuminated according to day time.

–An interior with bed ('well rested' bonus), safe lockers and chests, a book shelf, an alchemy lab and an enchanting station

–A crystal basin inside the building that can be used to create empty or filled soul gems by combining eligible materials.

–A magic pillar in the middle of the lab can cure any kind of sickness or poison and give a minor, temporary boost to the strength of destruction spells, so that you are quickly on your feet again to face the rough world outside of the lab.

–Small bonus: a couple of items like robes and spells that already have been in the base game, but have not been accessible to the player, can be found in the lab.

FieldLab 1.0 English
You can also download the English or the German version on skyrimnexus:

How to install:
Simply click on the green "Subscribe" button

How to uninstall:
Make sure that your latest savefile is neither inside the lab, nor on the outer platform. You can leave the key in any of the lab's containers. After that, you can deactivate or delete the plug-in.

Notes on use and technical limitations:
–To use the 'Summon Field Lab' spell, position yourself in a way that there is enough space above the player character. The final test whether there is enough space is then done via the Havoc collision detection. Ceilings, walls or rocks are going to detected most of the time, but there is still a small chance that something like a tall tree is not going to detected asan obstruction, due to its minimal collision geometry. This might cause the treetop to peek through the outer platform.

–The map marker is not going to be set under the following circumstances:
1. In interiors, since it would collide with the game's quick travel feature.
2. In places with their own world map (i.e. Mods that add new areas). It does, however, work in Solstheim. I put a dedicated map marker on this map
3. In most places that are relevant to quests and have the quick travel function disabled (i.e. the balcony of Unterstone Keep).

–Companions of all sorts can neither use the „ascend to lab/descend from lab“ function, nor can they enter the lab's interior. This is due to the fact that the Navmeshes (NPC navigation grid) of the game cannot be generated dynamically, which would be necessary since the lab is a non-stationary object. There are few exceptions like the Dremora Servant/Merchant, but aside from those, the player is the only character to enter the lab. It would be best to order the companion to wait under the field lab, otherwise he will continue to run around below the platform.

–In order not to destroy the balancing of the combat, it is not possible to ascend to the lab, if you are in combat or being looked for. Additionally, the projectile proof railing prevents an unfair bombardment through magic or projectiles from above.

–The ability to reach high places will allow the player to overcome obstacles like city walls and to take shortcuts in dungeons. You will have to decide for yourself, if you want to use the feature that way, since it might give you no significant advantages throughout the game.

–When filling empty soul gems at the crystal basin, make sure that you are not using any soulgems that have already been filled through the use of soul trap (identifiable through the low price). The game regards those soul stones as empty, since the item id stays the same, even after filling them.

Thanks for the English translation to: Philzer
Thanks for the video to: Preykousis

If you have any problems with this mod, post a comment (please read the full description first).
If you like my mod, please rate up and favorite it :)
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cdshue Jan 18 @ 1:53pm 
I can't start game with lab included
Zefram Cochrane Oct 6, 2017 @ 8:34am 
Forgot to mention, extreme thanks to the author, love Field Lab2 so much. :D

@bumbi: use Field Lab 2, this one seems to be out of date
Zefram Cochrane Oct 6, 2017 @ 8:24am 
@ColonelSnickers if anyone is having issues converting FL2 to SSE extract the BSA, load & save the .esp. The issue are the meshes:

fieldlab.nif - redundant all white #FFFFFFFF vertex colors (lots) - fix with SSE nif optimizer
fieldlabkey.nif - NiTriStrip is not supported by SSE (lots) - fix with Nifskope 2.0 > Spells > Batch > triangulate all strips
intpflanze.nif - redundant all white vertex colors, Has Vertex Colors flag in NiTriShapeData must match SLSFS_Vertex_Colors in BSLightingShaderProperty - fix with SSE nif optimizer
watersurface.nif - Has Vertex Colors flag in NiTriShapeData must match SLSFS_Vertex_Colors in BSLightingShaderProperty - fix with SSE nif optimizer
refractionsphere.nif not shimmering/working properly ingame (+ wierd refraction effects when on Lab plaform) - fix with Nifskope 2.0 > Spells > Batch > Add Tangent Space and Update
fencegate.nif - wierd kaleidoscopic shifting colour patterns - fix with SSE nif optimizer
Zefram Cochrane Oct 6, 2017 @ 8:19am 

Do NOT run meshes through Nifskope/SSE Optimizer more than absolutely necessary - the scripts use MoveToNode() and messing about with the meshes risks changing the nodes thus breaking the scripts and the mod. If you get the fieldlab model, lift meshes, refraction sphere or other movable statics not moving, failing to appear or levitation not working or other similar brokenness thats likely the problem.
Professor Tentacles Jul 11, 2017 @ 11:34am 
so, do you just get the key, and your able to summon it?
[Eye™] Malachai Jan 8, 2017 @ 11:55am 
This is the best player home mod ever made. I'm not kidding.
Colonel Snickers Dec 10, 2016 @ 4:25am 
Please update this mod for skyrim SE!!!
Colonel Snickers Dec 10, 2016 @ 4:13am 
happens sometimes
Lerkin Sep 25, 2016 @ 1:47pm 
Is this mod broken? I did the power in whiterun, floated up, but no house. I fell to my death.
Michael Sep 22, 2016 @ 7:11pm 
This is amazing! thank you so much