Skyrim Special Edition

636 comments

  1. CALEB2
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    As many people asked for the textures - I created new rusty textures for the mod. Everything is very high quality.
    These new textures are necessary from the second version, because they have modified alpha channels that makes it possible to have holes in many vetilation grilles. And some of the texture names have been modified, so without the included textures some stuff looks purple in game.
    Some of the pipe hubs act now as radiators, there are heated glowing pipes under the ventilation grilles. 
    Added some smoke and glow effects with a small fan into the boilers intake valves, added DLC2 boiler. 



    Version 5 is out - read the changelog.

    I strongly suggest using ENB - without it some effects look weak.

    Added SSE Engine Fixes as a requirement.
    Mod works without it, but there could be some wrong looking textures on certain meshes if the engine fixes is not installed.
    Didn't think it's needed to remaind it as it's absolutely elementary to have it in load order, but can't be too certain, I guess...


    Compatibility: 
    There is a mod - Duncan's Paper Maps for FWMF that has a patch for SSE Engine Fixes included. But this patch causes the SSE Engine Fixes work incorrectly, resulting some alpha channels not working, making walls on Dwemer corridors look dark red. Solution: do not use the version 1.7 of this mod, use the beta version 1.73 instead - user reported this as a working solution.
  2. Lucasito566
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    Hello, whoever is reading this.There are many users who use this mod: Duncan's Paper Maps for FWMF, and it is possible that when playing with this mod they could have this problem: The problem consists of red textures where there should be a metallic texture with slight ember tones.


    Reviewing comments, one user reported that it is due to a compatibility patch from Duncan's Paper Maps for FWMF

    Therefore, the solution was to set BSLightingShaderForceAlphaTest to true in EngineFixes.toml. (Data/skse/plugins)

    I hope this can be of use to someone,
    sorry for my bad English.

  3. Satadoros
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    My Game Crashes evertime i use the Mod

    https://pastebin.com/gDrU9UYH

    I Hope that helps
    1. CALEB2
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      That's weird. Your log mentions the file: "Dungeons\Dwemer\Pipes\DwePipe1way01.nif" and also refers to one of the fans that are inside this pipe.

      I checked and tested this file thoroughly, but didn't find anything wrong with it. And since no one else have reported this, It's possible you have a mod conflict with some other mod and this particular file.

      I made a test file for you, removed the "suspicious" fan from the pipe - copy and replace this in Dungeons\Dwemer\Pipes\

      dwepipe1way01.nif


      Report back after testing this.
    2. Satadoros
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      https://pastebin.com/q2igSShg


      it still crashes 
    3. CALEB2
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      Now it marks "Dungeons\Dwemer\Platforms\DwePlatBgWall02.nif"

      That wasn't marked before. Which means there's no problem with this mod. I could keep changing the files and you could keep replacing them, but then probably next file will be marked and next and next. (I've seen this kind of things before)

      What you can do is try to determine which mod causes conflict with the Pipework, by disabling other mods, several at a time. 
      Disable let's say - 20 mods, check if the problem still exists. If yes, re-enable these mods and disable next 20. Until the problem goes away. Then you will know that there's a mod amongst these currently disabled mods and you start enabling these few at a time, until the crash occurs. That's when you'll find the conflict. 

      You can also check with only the Pipework enabled if you use MO2. Save your MO2 profile, then create new profile where you have only the Pipework mod active. Then start new game to avoid any conflicts that might be baked into the save games. 


      Let me know the results. Identifying any kind of conflicts will help improving mods.
    4. Satadoros
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      well after 2 Days of testing i still dont now whats wrong i turned everything off did my ruin throu mzulf turned the game of added a mod and did it again. no crashes untill i added the pipe work mod. i even tryed a differnt pipe mod and still nothing.
    5. CALEB2
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      Are you able to run the game and then crash in a specific location ? If so, then where ?
    6. Sakouma
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      same crashlog in the dungeon after the dwemer museum in markarth, no crash if u put dwemer pipe rework after LUX :), what the dungeon of the 2 first sreenshot to compare ?
    7. CALEB2
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      Correct - Pipework should load after LUX
      (That's written on LUX mod page info too)

      You won't lose anything that way.


      "what the dungeon of the 2 first sreenshot to compare ?"  -  If you ask about the two first screenshots of the images that are included with the mod, then it's the Nchardak 

    8. Sakouma
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      thanks for the fast reply
  4. Smitty350
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    Has anyone tried it with Community Shaders instead of ENB?
  5. DragonzBalls
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    That's how i like ruins of one of the most mysterious race of skyrim. Simply realistic, natural, rustic.
    Nice work author !
    Any other mod(s) to cover others metalics parts ?
    1. CALEB2
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      Check out my other mods, there are some that cover other Dwemer things. (Few of these will get updates)
  6. U1849KA
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    Getting the red textures, but I have neither the paper map, nor EngineFixes.toml

    Any chance at all for a more vanilla-friendly color scheme?  Looks like there was a mod at one point to do this, but it's not been updated since 2022, so not likely compatible with the current version.  Prolly been asked and denied a million times, by now, eh?  d:
    1. CALEB2
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      Do yo have the SSE Engine Fixes installed ? If not - that's the reason.

      I suspect you have't it installed, because you say you don't have the EngineFixes.toml, which is part of the SSE Engine Fixes


      To clarify things -  SSE Engine Fixes must be installed in any case. (As stated in the requirements). And do not let other things overwrite it.
      The problem was that the Paper Maps mod overwrote the original EngineFixes.toml that was part of the SSE Engine Fixes.
    2. Spammingo20
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      I am using this mod in the VR version of the game so I have engine fixes VR instead of SSE engine fixes. I saw the post someone made about changing BSLightingShaderForceAlphaTest to true, but it's not in the engine fixes VR file. Does that mean I should add the line in the file, or would that not work?
    3. CALEB2
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      I have no way of testing, but you could try. It might work.
    4. Freak42
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      EngineFixesVR is just a subset of EngineFixesSSE. That's the reason, why BSLightingShaderForceAlphaTest is not available.

      To get rid of the red glowing walls in SkyrimVR, you can replace dwestoneblocks03GLOW.dds with dwestoneblocks03.dds (both to be found in the textures/dungeons/dwemerruins directory). Simply make a copy of dwestoneblocks03.dds and rename it to dwestoneblocks03GLOW.dds

      That's it.
    5. 19arb99
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      Were you able to figure it out? I'm having the same issue; don't have either of the problem mods, but do have the SSE Engine fixes. 
  7. Jaquavius
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    Lux seems to overwrite some of this mod, even the entire hotfix 2. Hopefully that's okay.
    1. CALEB2
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      Like I said few comments ago: On Lux modpage there is a note that Dwemer Pipework Reworked should overwrite Lux.
    2. a1racer
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      just the info I was looking for thanks.
  8. AlexintheVerse
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    hi thanks for this mod, is it safe to on CAO on to optimize the textures or is it not needed?
    1. CALEB2
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      Shouldn't be needed. But you can try. Probably won't make any difference.
  9. EdmondNoir
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    This is incredible! I was curious bout which meshes emit light? I never saw any of the pipes emitting which is why im asking. I use ENB and had this mod overwrite everything. Is it just a few that emit light maybe? To be clear i cannot find any pip or thing emitting light however here is a example: https://ibb.co/6wgGHYR - im am standing next to the pipe and there is a pillar next to it as well - its pretty dark so you cant tell. Ruy's ENB lights for dweremer dungeons and lunar moths etc that all works but for some reason these meshes just are not emitting for me.

    For what its worth the metal floors look fine in my game.. I think it can depend on your ENB. I use PiCho - but yea it looks like its on purpopse to me lol.
    1. CALEB2
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      It DOES emit light, though it's very dim. I guess it's the ENB:
    2. EdmondNoir
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      I think that might be the glow map of the vent on the other side. BUT to your point so what I did is crank up particle lights, window lights, fire lights, every single thing in the ENB to 999 basically set it to a thousand to see whats emitting. I found that your meshes are just not emitting for me with my ENB. see the screenshot here with all emissive lights to 999: https://ibb.co/rmJFVCT

      This is in contrast to other emissive lighting mods I use like i mentioned before with lunar moths etc which at the same lighting settings are blown up in a area: https://ibb.co/D1V6xFF

      I think you are right it could be the ENB to that end I would say unless PiCho which is updated frequently had a update fixing this issue I would say that this mod and PiCho are not compatible as it pertains to emissive light.
    3. CALEB2
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      My meshes should light up nearby surfaces even without ENB (using vanilla glow)
      ENB can make this glow darker or brighter though.

      Have you tried turning off the ENB (Shift+F12) ?

      And can you give me the name of the mesh you're talking about, because yes, the glow I pointed out on the picture is from the vent.
    4. EdmondNoir
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      UPDATE - I deleted everything I wrote previously. Okay so I got it to work and for the meshes I inspected they are set up correctly to emit light but their values are not at a level that will emit notable to any light. Like I said Rudy's ENB light mods work for me and others - and with some work so does yours but only after I edited the values because they need to be higher. Also to answer your question I was unable to see any glow from your meshes with the ENB on or off and I tried 2 different ENB's as a test unfortunately.

      Here are the mesh light values that will work however:
      BSTriShape: Add the Vertex Desc "Colors"
      BsEffectShaderProperty: Add Vertex Colors to Shader Flag 2, I set the source texture to Rudy's fxGlowENB.dds *its a black square but not sure its needed yours is probs fine* Lighting Influence 255, Falloff Start Angle .906308, Falloff Stop Angle .087156, Falloff Start opacity 1, stop 0, Emissive multiple 1.8, Soft falloff Depth 10. 

      Basically I reviewed Rudy's light emitting meshes (the values that matter) and transfered them over. I did this for 1 light emitting mesh object from your mod (dwepipe1wayvent01) and added it to the Riverwood Trader and deleted all the lights in there to test it.

      With my mesh alterations glow is subtle but noticeable: https://ibb.co/c3chvrv
      Without my mesh - no glow at all (besides the haze generated by the glow map which isnt light emitting): https://ibb.co/d07RPcB

      Additionally although I like the metal floors.. I found that they are not necessary I thought the mesh texture mapping would be critical but its really not and its very easy to swap out... it looks stunning either way and is a work of art so hats off to you. But yea i cant decide if i like it with metal floors or not.. but yea its a viable and easy option to nix metal floors. Here is a example for others: https://ibb.co/4pwgZGV 

      Here you can see I just selected the metal floor part of the mesh in nifScope and then drilled down to the texture folder and swaped the metal texture for the wall or whatever stone texture you like. I love the metal trim around it so I kept it and i think that texture is critical. Only because it came up from other users below and because its so easy to do -  I think offering a mod file version without metal floors for other users just to give options might be a good idea.. but again* I do love them as is -its artistic taste and personal preference. I think Ill make a optional file just for myself for personal use just for fun. 
    5. CALEB2
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      Thanx for the thorough post. 
      I wonder why the glow is dim for you, because it's ok for me and (so far) for every other person. Just check the images page, some are with ENB, some without. 
      Maybe some lighting or weather mod causes darkness for you?

      As for the floors - yeah, I've thought about it and probably I'll make some changes. I wanted the floors look more "technologically advanced".
      Maybe I I'll create new textures, some high gloss (but a bit worn out looking) tiles or something.
      But I'm not sure when - currently I'm in the process of updating my other mods (Dwemer Weapons Glowmapped just got an update) and "soon" I'll release a new mod (something very complicated)
    6. EdmondNoir
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      hmmm it could be weather mod but again rudy's mods work as expected - looking at your screenshots however my feel is that it might have something to do with the ENB. Now based on the popularity of Rudy's More lights for ENB mods like moths etc and the fact he has his own ENB i think this could be a 2 camp thing. Like PiCho and Rudy's ENB are different but also very similar in terms of lights and darks set, same for WizKids, Same for Cabbage (I think* cabbage's lights and darks are similar but I haven't tested it). Your ENB is a bit more brighter looking at your screenshots.

      All that said I think Rudy's light settings are better for ENB's like Rudy's, PiCho, Wizkids, and potentially cabbage. While your existing light settings are good for the brighter ENBs like what you use (hence why my screenshot is so dark +ELFX darker interiors). Ill tell you what though if you like I am going to fix this up for me and create 2 files. 1 will have the light emitance changed on the mesh for mods like Rudy's and PiCho etc the other file will have the mesh lights changed AND have the stone floor tiles. I am happy to give them to you. No need to credit me save yourself some work and post it as optional files you can even delete this comment since no one will need to do it themselves so why bother have this long thread. This work is based on the full mod Version 5 fyi and combines the updates/hotfixes.
    7. CALEB2
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      Hmm, I also use Rudy's More lights for ENB mods. And for me the glow strengths are fine both: for these mods and for my Pipework.
      Only difference is glow type. Something for you definitely interferes with the glow I'm using, but at the same time it doesn't matter for other glow types. (Try disabling ELFX darker interiors for testing)

      As for the files you're creating - sure, send 'em and I'll check it out. Probably need to do a list of things to change for the next update.
    8. EdmondNoir
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      Yea i disabled ELFX and no that didnt help - Ill just update your meshes using Rudy's values and send them over no big deal.
    9. wolfstriker
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      Hi, this mod is magnificent and the heat effect makes me feel realism which I find it great! A request since your still working on it, is it possible to make ruins that are frozen to not be lit up and not have heat shimmer effect? I know the ease of compatibility gets ruined a bit with this working only for certain cells so just wondering.
    10. CALEB2
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      1.)
      Why would pipes in frozen places not work ?
      2:)
      All dungeons (and other places) in the game use the same pipes. To make separate pipes and effects for separate places, this mod would need a plugin and that would take away place in load order. Also would need a double set of all of the pipes with glowing bits. And then I would need to go through every ice dungeon in the whole game and replace all the glowing pipes with non glowing versions. That's a lot of work and it would not work with mods that add additional ice dungeons or other frozen places. Patching would be a nightmare.
      I'm very limited with time currently - even updating my other mods and finishing one new mod takes forever. Maybe in the future I could do something like that as an optional download or something, but no promises.
    11. wolfstriker
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       Its just a thought that hit me when I first noticed the heat exhaust with this mod installed and then entered a ruin frozen over aka the pipe heating system no longer works so place freezes over. Its no big deal though, mod is great as is.
  10. SuzanoSho
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    In version 5, it seems like you've added a copper cubemap to some of the stone floors of the dwemer ruin hall nifs. This decision does not seem to come together well in certain ruins, where some parts of the floor will have the yellowish glow that Kulharin was referring to in an earlier comment and some will not.

    The problem is most apparent to me right now in Avanchnzel where the ramp pieces have the copper glow (in the darkness, might I add) and the flat floor pieces connected to the ramps do not.

    v4 did not have this issue. You wouldn't happen to have a version of v5 that does not include these shiny stone floors, would you?
    1. CALEB2
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      I'm aware of that. You probably read this in comments, but just in case - as I've mentioned before:

      This will all fit together finally after I've finished my AIO Dwemer mod. For now, there are just parts of the architecture covered, parts that are also used in Dwemer dungeons. But other parts will be covered too. That goes for all of the textures that might look out of place currently.

      My time is very limited and I work on several things at the same time, updating mods and creating new ones. It's a progress.
    2. Didelididelidoo
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      Is there anyway to hide these cubemaps/meshes? Im using this mod with "Golden Dwemer Pipework" and v5 is looking a bit weird in some places (v4 did not have this problem). Its a great mod for sure, but this is really starting to bug me... :-P 
    3. CALEB2
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      What's the exact location in game ? I need to check which meshes these are.
    4. Didelididelidoo
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      Hi, sorry for my late response... Well, its mostly in Underground keep and Nchuand-Zel as far as I can tell but my guess is that its occuring in several other Dwemer/Dwarven ruins as well since they are using the same meshes? Anyway, I took a few screenshots with the console in order to get more information, maybe that will help too: https://imgur.com/a/icvr6xX
    5. CALEB2
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      I checked these meshes in NifSkope and that's how the floor pieces look like originally:
      (Low quality images because NifSkope screenshots get low quality for some reason, but that's beyond the point)

      This is designed to fit together with walls and stones and rubble.
      Now, if these are golden, it's not fitting that well anymore. The reason - same texture is used as on some other parts and making these other parts golden makes the floor parts also golden.
      So, even if I make new textures for the floors, making these new textures golden would have the same result as now. 
      Only way to change it would be to repath the floor textures and use completely separate textures in custom folder path.
      That's more than simple quick fix. Needs going through many meshes and changing paths.
      I could add this in the next update.
    6. Didelididelidoo
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      OK, thanks for the info! Would be great if you could implement these changes in the next update, I would really appriciate it since I love the mod! Thanks again!
  11. YshtoIa
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    always has looked very good but for some reason having this installed I get severe performance issues in certain dwemer dungeons, mainly modded ones.
    1. CALEB2
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      There are performance friendly optional downloads - have you tried these ?
      (You need to install the main mod first and then the performance friendly optionals, overwriting the main mod.)
  12. SpudTheWise
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    so i uninstalled and reinstalled skyrim in an attempt to purge this mod from my game, however it seems to be stuck in there. is there a way to manually uninstall this mod?
    1. CALEB2
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      It depends on how you installed it.

      If you used MO2, it's easy - just right-click > remove the mod in MO2 interface. (It's in separate mods folder in MO2 folder if you want to manually uninstall, but you really should use the option through the interface to correctly remove it from all the modlists)

      If you installed it by copying files directly into game folders, you need to compare the install package and the files in your game directory and then delete them manually. (But it's a lot of work and doesn't remove the entries from modlists)


      What's the reason for uninstalling ? (Any feedback helps to make mods better)