A pretty major hotfix to address most of the issues you guys encountered with the mod. Here's a quick list of changes:
+ Bug Fixes
Addressed a major critical issue with the valve pipe. It was missing the interaction collider, which prevented different events involving this pipe to be triggered.
Addressed a major critical issue with texture compression. Due to a malfunction on my custom texture export script, some of the textures were exported in an incorrect DDS compression format. This has been addressed, and because of that...
Texture disk-space size has been reduced around a 20%.
That's all for this hotfix! Please, let me know if you encounter any bugs or issues with this update that need patching.
Cheers!
Older Updates:
Spoiler:
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· P A T C H 1 . 0 R ·
Preem Pipeworks Redux is here! These are some of the major changes on this new version.
I've made a lot of things and I was -not- on schedule, so I might have overlooked some bugs. Please, let me know if you encounter any issues so I can patch them as soon as possible:
# BUG FIXES
Added a missing "valve" pipe.
Added a missing "spider cap" pipe.
Added a missing "gear" pipe.
Addressed baking texture issues on the dwemer piston for texture sets 2a, 2b and 2c.
Addressed baking texture issues on the gear assembly for texture sets 2a, 2b and 2c.
Addressed a major critical issue where some textures where packaged and deployed on 4k, instead of 1k and 2k, due to an overlook on the packaging process.
# NEW FEATURES
The mod has been deployed as an ESL.
Added the new "2b: rust" texture set.
Added the new "2c: matte" texture set.
Further optimized some of the UVs.
That's all for this update!
I'm not planning on doing a lot of patching for this mod, but do keep in mind a PBR conversion will be released as a standalone mod next week!
Hi~Hi~ ! Thanks for your words, glad to hear this mod is an essential one on your modlist! :p
I actually (kind of) have a week off, maybe two. I'll most likely use these few days to come back to Skyrim modding. Expect a hotfix for this issue this very next Monday, or maybe Tuesday depending of your time zone. Also expect new content (maybe bronze gratings, or misc) the week after.
you know you could have just deleted the nif file for the valve + the value entry from the plugin in xedit its what I did, to get around it, since LotD requires that valve to work for some of their stuff
For anyone having issues with the valves, what I did was deleted the Dwemer valve nif file in the meshes folder and placed a new one from another mod. There is probably a more efficient way to do this but it worked for me :D
Really love this mod, makes the slog through anything dwemer just a little bit nicer. I do have an issue though that since installing this mod(I prefer the rust variant), some valves in other mods become inoperable, as in, no option to interact with them appears. The mods I've encountered this in are the Relics of Hyrule and Dac0da. It was somewhat easy to overlook the issue in the Relics mod but Dac0da makes heavy use of valves for puzzle solving in one section, meaning I would need to play without your mod for the proper experience. I see that at least one other person has had issues with valves but I'm not sure if the issue is one that needs specific patches or not so I thought I'd bring attention to the specific mods I've encountered issues with.
Yeah, the issue comes from an overlook on one of the NIF files, it's a simple fix. I'm expecting to launch an update to both pipe mods (PBR/NonPBR), as well as some more bronzeworks in the near future.
That patch was supposed to arrive this month, but I've been very busy. I've had no time to work on any of my modding projects. I'm hoping to get some time for modding later this month.
I think this might be due to an overlook when pairing nif files. The bug is most likely present on other parts of the vanilla game too, I'll hotfix it as soon as I can.
Yeah its the actual valve tap i am having issue with the red wheel thingo to active some things, ran across it in Clockworks greenhouse i cant turn on the sprinkler
even in Vanilla in the Dwemer ruin to get past the gate in Mzinchaleft, I also remembered about the one in the cc where I get the Dwemer gauntlet and hammer
Yeah I know where the issue is, it should be a simple fix. I have to update both the PBR version and the pipe mods to address some small bugs and issues here and there and that's currently my number one priority for modding projects right now; I'll push an update for both of these mods before releasing Dwemer gratings. However, I'm currently working on other personal projects not related to modding. I don't expect to come back to modding work after late March, so I don't think I'll publish any updates nor new content until April, when I expect to throw a bunch of updates, expansions (glowing pipes) and one or two new mods for the series.
Sorry for the inconvenience and for the prolonged waiting times!
Oh no its no problem at all, its easy for me to delete the valve nif and whats in the plugin I will deal with the vanilla valve for now <3 its no biggy at all haha
Seifunaru once published a lore accurate version of Preem Pipeworks without rusted texture variants. It seems only his cousin and his grandmother downloaded the file, which is reasonable as every person may have their own personal preferences when it comes to modding, even if it defies the gods' original lore design choices.
thank you for this! i really prefer this bronze look instead of golden (from GDPR), which always seemed a bit out of place for me ^^
will these meshes have heat distortion effects coming out of boilers/exhaust? i'm actually not sure if this is vanilla or part of the old pipework mod i was using...
59 comments
A pretty major hotfix to address most of the issues you guys encountered with the mod. Here's a quick list of changes:
+ Bug Fixes
It was missing the interaction collider, which prevented different events involving this pipe to be triggered.
Due to a malfunction on my custom texture export script, some of the textures were exported in an incorrect DDS compression format. This has been addressed, and because of that...
That's all for this hotfix!
Please, let me know if you encounter any bugs or issues with this update that need patching.
Cheers!
Older Updates:
Preem Pipeworks Redux is here! These are some of the major changes on this new version.
I've made a lot of things and I was -not- on schedule, so I might have overlooked some bugs. Please, let me know if you encounter any issues so I can patch them as soon as possible:
# BUG FIXES
on 4k, instead of 1k and 2k, due to an overlook on the packaging process.
# NEW FEATURES
That's all for this update!
I'm not planning on doing a lot of patching for this mod, but do keep in mind a PBR conversion will be released as a standalone mod next week!
Have fun!
I've updated the mod to address the valve pipe issue, as well as a few other bugs.
An update is also now available for my PBR version.
Sorry for the long waiting times!
Thanks for your words, glad to hear this mod is an essential one on your modlist! :p
I actually (kind of) have a week off, maybe two. I'll most likely use these few days to come back to Skyrim modding. Expect a hotfix for this issue this very next Monday, or maybe Tuesday depending of your time zone. Also expect new content (maybe bronze gratings, or misc) the week after.
Cheers!
its what I did, to get around it, since LotD requires that valve to work for some of their stuff
I do have an issue though that since installing this mod(I prefer the rust variant), some valves in other mods become inoperable, as in, no option to interact with them appears. The mods I've encountered this in are the Relics of Hyrule and Dac0da. It was somewhat easy to overlook the issue in the Relics mod but Dac0da makes heavy use of valves for puzzle solving in one section, meaning I would need to play without your mod for the proper experience.
I see that at least one other person has had issues with valves but I'm not sure if the issue is one that needs specific patches or not so I thought I'd bring attention to the specific mods I've encountered issues with.
Looking forward to future updates.
Yeah, the issue comes from an overlook on one of the NIF files, it's a simple fix. I'm expecting to launch an update to both pipe mods (PBR/NonPBR), as well as some more bronzeworks in the near future.
That patch was supposed to arrive this month, but I've been very busy. I've had no time to work on any of my modding projects. I'm hoping to get some time for modding later this month.
Cheers!
Thanks again
The LoTD safehouse uses it to turn on and off the bathwater
With this active i cannot click on it 😅
its even changed the sink pipe in the kitchen in LotD safehouse <333
even in Vanilla in the Dwemer ruin to get past the gate in Mzinchaleft, I also remembered about the one in the cc where I get the Dwemer gauntlet and hammer
until this is fixed <3
Yeah I know where the issue is, it should be a simple fix. I have to update both the PBR version and the pipe mods to address some small bugs and issues here and there and that's currently my number one priority for modding projects right now; I'll push an update for both of these mods before releasing Dwemer gratings. However, I'm currently working on other personal projects not related to modding. I don't expect to come back to modding work after late March, so I don't think I'll publish any updates nor new content until April, when I expect to throw a bunch of updates, expansions (glowing pipes) and one or two new mods for the series.
Sorry for the inconvenience and for the prolonged waiting times!
its no biggy at all haha
take your time <3
will these meshes have heat distortion effects coming out of boilers/exhaust? i'm actually not sure if this is vanilla or part of the old pipework mod i was using...