865 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 remind 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.

    * Users of LUX: Pipework should load after LUX (to avoid any possible crashes. You won't lose anything)
  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. ThatOneDudeK
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    Thx for this mod man!

    But one issue i experience. At Kagrumez (Solstheim) i get a CTD or freeze while having your mod installed. All other dwemer ruins in vanilla game seem fine so far. 
    Sry, i'm quite a noob, but could it be that your mod causes it especially on that location? I've tried to google and read somewhere that replacing the files (cant find the link anymore, but was something like) dwefirepillar something can cause problems.

    Thx for any help! To know that your mod has lil chance be the issue would already help me a lot on trying find the problem.
    1. CALEB2
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      trapdwefirepillar01 is not part of this mod.

      CTD or freeze can happen when there is a mod conflict or system can't handle something. Or a combination of several things.
      I don't have any crashes with the mod, nor have anyone else reported crashing at that location.

      If you can, test without other mods, only with the Pipework. 

      And test without save game (sometimes saved games can have something corrupted inside that conflict with certain mods, even after the other mod that was conflicting, has been removed) - in the main menu, instead of choosing a saved game, open console and enter command: coc DLC2Kagrumez01
      (This takes you directly to Kagrumez.)
    2. ThatOneDudeK
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      Hey man, thanks for helping!

      I just realized that i now had a few more CTD's in other dwemer ruins too :/

      I now did try use your friendly performance textures and it seems it helped (as of right now played with no CTD again so far).

      What i don't understand is that i dont have the fastest, but also not a slow PC. With having an Intel i5 13th gen, Geforce RTX 4070 super and 32GB Vram.

      Can it be that this is still not enough for using the normal mod? Thx in advance for any info man. Really appreciate it.
    3. ThatOneDudeK
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      P.S. I truly hope i find a way to get the game run smooth again WITH your mod! Man, seriously, it's so much better and so friggin good! Going back to w/o it would hurts :)
    4. CALEB2
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      My system specs when developed this mod:
      CPU: i7 7700K
      RAM: 32GB
      GPU: GTX 1080Ti (11 GB Vram)
      And it worked fine even with the regular, not the performance version.
      But performance also depends on your screen resolution. (My screen is 3840x1600, not full 4K)

      One thing that can help, is to cap your fps. (set maximum allowed)
      I have it set to 40 fps and it's enough for me - system is quiet, cool and draws much less power.
      This will help with instability (If it's the system), that I can promise.
      Also, disabling vsync might help, because this is a slight extra load and seems to make the game lag and stutter. (And I don't see any visible benefits from vsync with my system)
    5. ThatOneDudeK
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      Hey man, again thx a lot for trying to help and provide useful infos. I already have turned Vsync off, capped the fps to 60, but i guess ill give 40 max a shot.
      Idk, i'm quite new to playing on PC late, and slowly learn and learn things. But i guess i'm still a friggin noob and still lots to learn.
      What you wrote did already help me a lot, as now i'm even more sure that the problem is on my end. 

      I truly love that mod and i guess i'll keep trying once again until i finally find a way :) Though my affinity for PC's and mods isn't the best and went through painful processes like this more often than i'd wish for, it also might help me learn :)

      It's also funny that i needed ages get my game look good, as i now have this PC, but it being like you giving a chimp an apple iphone :D

      But again, thx a lot for all your help! :) And seriously, your mod is just amazing!
    6. ThatOneDudeK
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      Ffs man, i think i've found the culprit for my CTD's. 
      Today i had CTD's in the windchill cave too. Then tried a few things. One was increasing virtual memory. Another disable lights for chaurus eggs...but i think it definitely was the last thing i did that helped.
      I have Sanguine Symphony installed and the count on 5. Though the crash logger i never understood and didnt seem helpful, there was a note on that mod though. So i decreased count to 2 and could finish a quest in Windchill cave.

      I then went again to Kagrumez to try and fkc, no CTD, all good. Never did imagine this could be the issue and glad found it. However, thx for the help earler and so happy to be able to use your mod w/o having issues^^ 
    7. CALEB2
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      Yeah, that's the problem with finding a culprit. Several things just add up, until game becomes unstable. Then, disabling some mod might make it stable again, leaving the impression it's that mod. But - same can happen when disabling some other mod. Or changing some setting. 
      It's often trial and error with the diagnostic, until finding the real reason(s).

      Glad you got it working.
    8. ThatOneDudeK
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      Tyvm man and yeah, trial and error :_) I know well, sometimes takes days to find an issue. But then makes even more happy, when it's found. Though it's often very frustrating most times i also gez something good out of it. Like lessons learned :)
      It's totally weird and can't understand it was that mod and might be as you say. But one thing i've noticed (too late) was that there is a note on that mod. Where you when increasing count need to do something i thought i've done. But maybe did wrong?!^^ 

      However. Glad it now works better and happy using your awesome mod man! Have a great one ;)
  4. knobby326
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    I installed Modern Lighting Overhaul with the Lux patch and all of the red glowing lights from this mod disappeared. The pipes are still there, but no lights. This mod benefits from darker dungeons so I was hoping they'd be great together. 

    Is there anything I can do about this - load order, or a patch? 
    1. CALEB2
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      Pipework must overwrite other mods.
    2. knobby326
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      Update: there is no conflict with them that I can see. I must have had another mod that was overwriting Pipework. 

      I still have Modern Lighting below Dwemer Pipework because MLO is advised to go very low in the load order, lower than Lux. 
      And they do look good together! I was trying to make the ruins darker,
      closer to your screenshots, and I think this worked well. 
    3. knobby326
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      I wanted to try and do something special with the large Dwemer dungeons (and Markarth). I think this turned out pretty good, so here is a recipe. 

      Here are the mods in order: 

      Dwemer Pipework Reworked
      Frankly HD Markarth White City Redux
      Golden Dwemer Pipeworks 
      Improved Dwemer Glass
      Real Dwemer Pipes
      Misc JS Dwemer clutter mods
      ENB Light
      ENB Particle Lights Dwemer Lanterns 
      Capture Warmer for ENB
      Lux
      Modern Lighting Overhaul
      Heat Shimmer fix for ENB

      The ENB I'm running is Rudy for NAT 3 but this is user choice. 

      This gives white-ish walls, shiny golden pipes, darkish dungeons with cool lights including the red glow from this mod. I didn't think the gold pipes would fit in but you mostly just see shimmer here and there. There are a lot of patches for compatibility so go slow when installing.  

      There are so many cool mods for this game it's hard to choose! Thanks to all the modders. 
  5. scathtroy2147
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    I found a turning pipe inside a wall. I have a map with a full location.

    Pipe in wall
    1. CALEB2
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      I can't check in game currently, my setup has been rigged to work on a new mod, all other mods are disabled.
      (You can send a screenshot of the turning pipe though)

      But I assure you - Pipework does not have plugin, therefore it can't move things into another places in game.
      It only replaces the models.
    2. scathtroy2147
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      You can't see it in a still image. The rotation shows the wall glitch. That location is meant to be a solid pipe, not a rotating one. When you have your mod setup, just go at that location, if it doesn't appear, it's one of my mods.

      If you ask around, someone could make a move patch.
    3. CALEB2
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      Ok, I had time to check. I'm not sure what exactly I'm looking for, but I went to this place, did not see any turning pipes. Searched for a while.
    4. scathtroy2147
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      If you match the position and direction, move that way. Down a narrow passage on a back-wall. I'll see if I can do some images, maybe I can get a video. [edit]
    5. CALEB2
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      This is a high cave - I went top to bottom and back, checking that direction.
    6. scathtroy2147
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      Delete
    7. scathtroy2147
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      Got it here are the images.

      map
      https://www.nexusmods.com/skyrimspecialedition/images/269590

      room
      https://www.nexusmods.com/skyrimspecialedition/images/272062

      closeup
      https://www.nexusmods.com/skyrimspecialedition/images/272063
    8. CALEB2
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      Ah, now I get what you mean by turning pipe inside a wall. It's because of the placement of the model - the rotating fan inside the pipe is rotating inside the stone.
      There's nothing I can do about it without a plugin - it's vanilla placement and it just happens that the part with holes and rotating fan of this model gets inside the stone.

      Of course - I could remove the holes and the fan from this model, but - then it would affect it everywhere in game where it's used.
      That's not the only place where some part of an animation gets inside another things. To fix them all I should remove the holes and rotating fans from all the pipes probably. But that would defeat the purpose of this mod.

      This is just the way the game is.

      However - I'll keep that in mind and for the next upgrade I'll consider some changes, perhaps even a light plugin (ESL) to address few of these issues.
    9. scathtroy2147
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      Don't change the GFX. This mod is great! :)

      Someone else could make a patch for position problems like this, focus on the GFX. My point was for you to be aware of this issue.
  6. lazyfart
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    Is there a patch for JK's Temple of Dibella, and a fix for the Underkeep? I am having issues where some walls and floors look charred. 

    If there is some kind of fix, is it possible to install it mid-game? Thank you!
    1. CALEB2
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      Yes, it's possible to install mid-game.

      But screenshots of the problem are needed.
    2. lazyfart
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      Thanks for replying! Linked are the images, but I think it only happens indoors? (but i couldn't check every indoor instance) Walking around the city of Markath, everything looks fine.

      https://www.nexusmods.com/skyrimspecialedition/images/272093

      https://www.nexusmods.com/skyrimspecialedition/images/272094

      https://www.nexusmods.com/skyrimspecialedition/images/272095

      https://www.nexusmods.com/skyrimspecialedition/images/272096

      https://www.nexusmods.com/skyrimspecialedition/images/272097
    3. CALEB2
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      All these "charred" textures are what's applied to Dwemer models. This means they are visible everywhere where these same models are used. (Because many of these textures are using vanilla game paths)

      If you don't wish to see these textures on certain interiors, then a patch is required that changes all the models of these interiors and makes them use textures from custom paths. But that means every texture replacer you wish to use later, will need patches for these patches.

      Wonderful world of Skyrim modding... : )
    4. lazyfart
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      T-T 

      Thanks for taking the time to explain it to me (really appreciate it). I'll just live with it :')
  7. nanana6969
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    Do I need all three hotfix's?  Two and three are marked as redundant by MO2
    1. CALEB2
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      Yes, all three are different.

      If MO2 marks something redundant, then another mod must be overwriting these.
    2. nanana6969
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      Oh crap yeah it was lux.  I gotta place them after lux.
    3. CALEB2
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      Right. As per description.

      And not to worry - you won't lose any functionality of the Lux
    4. nanana6969
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      I appreciate the hastey response and the kindness here.  Thank you for the help!
  8. ThunderEwokB
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    You seriously haven't merged it into a single file since 2023?? Jesus..
    1. CALEB2
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      I've been working on a new mod for several years. It is a complicated mod, takes all the little time I have for modding.
      (I've had to learn many new things and programs for this, it all has taken time)
      But among the things I've learned are several ways to enhance the performance, so when I finally get to the update, I can use all that knowledge to make it much better. (Including way better textures)

      Just don't want to bother with small changes until that.
  9. Cashcashovertime
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    It might just be something on my end, but I've disabled every mod that modifies this model and texture. I'm putting this here in case it's something else, or there's something I haven't tried. But I'm having a texture problem with the DwePtnWall01A having a flickering texture on the large middle bar. I have all of the hotfixes so I'm not quite sure what's going on. 

    1. CALEB2
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      Firstly - this model (DwePtnWall01A) is not part of the mod.

      Secondly - this model is faulty even without mods. Some textures and settings might make the flickering more visible. The problem is that the mesh has two layers (surfaces) on the exact same place - that's what makes it flicker. It's called Z-fighting. This is not the only model in game with this fault. 

      If you know how to use NifSkope, you can fix this easily:
  10. imsleepzy
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    Hello, im using Golden Dwemer Pipeworks Redone and when i load that mod after your mod and hotfixes, 3 hotfixes become redundant, what should be the load order? do i need the hotfixes if i have that mod loaded after? Thank you
  11. imsleepzy
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    Hotfix 2 and 3 conflicts with Lux as well as the main mod, do i need a patch and do i just load the mod and hotfixes after Lux? or do i load the hotfixes after Lux only and keep the mod before Lux? im kinda confused
    1. CALEB2
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      Answer is in the sticky post.

      This mod and all it's hotfixes should overwrite Lux. 

      You won't lose any functionality from Lux, the reason it conflicts is that Lux uses few of the same meshes that are based on the same source. (ELFX cut meshes to help with light limits)

      You should overwrite Lux, because this mod modifies these meshes even further, and it's needed for consistency.
    2. imsleepzy
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      Hello, im sorry for not reading enough, Thanks for the reply and endorsed.
    3. imsleepzy
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      Hello again, i found this blue-orb thing floating above where the pipe ends in Blackreach : https://imgur.com/a/hoB5ZB4
      I loaded everything from your mod after Lux, i have the last version of your mod and im not missing any Hotfix, am i doing something wrong?
    4. CALEB2
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      Ah yes -  that's part of the pipe end mesh that has animated effect attached to it. There are places where it could be moving through other things when another mesh has been placed very near to the pipe end.

      Only thing that can be done is to remove that effect, but it's very rare to see it going though other mesh that way. 
      I might rework this in the next version though.

      The file is: meshes\dungeons\dwemer\pipes\dwepipeend01.nif
    5. imsleepzy
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      Hey again, i'll try it when i get home Thank you again :) I would love to see this mod improve, i really love it
    6. imsleepzy
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      deleting it solved it, Thank you and also sorry for the late reply i didn't get a notification for some reason i have 1 last question tho, what dwemer metal retexture or replacer mod are you using with your pipe mod? i've been looking for a long time to retexture those ugly textures but i couldn't find any, i wish your mod also replaced those ugly vanilla dwemer metals, Thank you again for the mod
    7. CALEB2
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      This texture I created for this mod. At first I made just an example, but since most users started to demand it, I made the textures for the whole pipework.
      For other Dwemer metal objects the same textures can be used, I'm planning a big update some day, with few of my mods merged as one, for consistency.
    8. imsleepzy
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      sorry for the dumb question but does it retexture the dwemer automatons, i didn't see any difference between vanilla and the mod
    9. CALEB2
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      Dwemer automatons are not covered by this mod. However, my other mod "Dwemer Automatons Glowmapped" has been designed in a way that you can use whatever texture replacers you like with it, the mod effects will still work.

      I will also update that mod eventually, perhaps adding my own textures, but still leaving it compatible with texture replacers.
    10. imsleepzy
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      omg that would be so nice for that mod to have it's own textures, i would really love to see that, Thank you again.
  12. Gonther06
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    So i need to install the main file and all the hotfixes?
    1. CALEB2
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      Yes