I like this mod. But the part that I donĀ“t like is that perk requirements, I think you should have an option when you install the mod to disable those requirements
Easy you say. I'm sure it's probably not hard to change if you know where to look for that line of code. I'm not super proficient when it comes to FO4Edit, but I know how to use it and have tweaked option before. But I couldn't find anywhere referencing the perk requirements. I have looked at every line of code for this mod, and it's not sticking out to me. Care to be a little more descriptive other than just suggesting FO4Edit.
I know this is an old thread, but for anyone else who stumbles across this: Just load it into fo4edit, go to "conditions" (under constructable object), right-click over on the right pane where it says "2 conditions", and select "remove" from the drop-down menu, save, and done! There are 4 constructable objects listed so you'll need to do this for each of them.
Please is there a version of these that have 000 as in NO (NONE) wireless power output? These are excellent when you want to build room to room lighting when rooms are side by side, but the wireless output still causes the switches to activate lights that are not in the same room as the switch. Please, please make a version of these that has NO (NONE) passive power output. Thanks!
Would it be possible to retexture the fuseboxes? Nothing too fancy, just something to tell them apart from the vanilla switch and maybe from each other. Like, slightly different color, or a small radioactive hazard symbol next to the switch?
I have no issue with material requirements that makes sense.
I must point out that your perk requirement for 100 version of 4 science and 4 nuclear physicist is a bit out of line. Consider this: the wasteland workshop has a FUSION generator that produces 100 but only requires 4 science. Science isn't that high on the perk tree, but NP requires 9 INT!
Except for high intelligence characters, no one will be able to build these things. I suggest leaving out the NP requirement. 4 Sci is "hard" enough.
Hey man, i agree and yeah WW has the new generator, that is why i set the 100 to Science 4 too and i added NP because of the fusioncore.
But what if we compare both, the size and noise and the ability what you can do with the box instead of the new generator from WW. You can place the box on every wall or object, one important point is also you can place it in a house without sound. The box is much more valuable in my opinion and should be ranked higher than any other electricity generator, most people would use the box instead of the WW generator if they have the same perc requirements.
I like the idea of these, but would rather they were just small energy output devices for areas where you need a bit of light, but running a cable is just not practical. IMO, 4-5 energy max is more than a fair compromise for the convenience of an easily placed energy source.
It might be easier to go down that path than to create artificial hurdles, and it would also keep the bigger generators viable at the same time. I'm not a modder though, so my idea may not be as simple as it looks on paper.
This mod deserves 10,000 endorsements. It is pure gold. Why would you want to use a generator and have those ugly black cables all over the place when you can simply "wifi" your electricity? It appears that some people don't understand how this works, so I am going to clarify it.
1. There are 4 boxes to choose from. Each box has a different power radius. The 3 box has a small power radius, whereas the 100 box will cover a fairly large area. Think of it as an energized circle.
2. The power radius is not stopped by walls, it will travel through them. You will have power overlap if you don't choose the right box for your application.
3. BOX LOCATION IS EVERYTHING! Yes, really! You may not be able to put it where you think it looks nice. Example: You want to light your bathroom but not the bedroom next to it. Use a 3 or 5 but do not place it on the wall that the bedroom shares. Place it on the opposing wall.
4. Consider exterior walls! Placing your box on the inside of an exterior wall moves the radius away from other rooms and gives you more control. Also, you will have the option of installing an exterior light out there if you want to.
5. Common sense... I have 5 homes and I can go into any room and flip the box as if it were a light switch. Just try the varied power supplies and experiment with box locations. You will LOVE this mod!
***midiaura kisses his generator goodbye, shoves it over the cliff and watches it disappear into the ocean***
Can you please make a version of these that has No Wireless Transmission please! Attempting to use these when doing room to room lighting in a built house is very frustrating when the switch in the kitchen still lights up all of the lights I put in the bathroom or the laundry room. Please make these with No Wireless Transmission so that they will activate the power for only the room in which they are intended. Thank you!
Hi, I'm no modder but I am an Electrician, what puzzles me is why you would remove Ceramic from the build requirements as most fuseboxes of that type and age do (in real life) need it to operate, but not many if any (poet I am not lol) require crystal. Would it not be better to increase the ceramic cost and remove crystal, but what do i know, just my tuppence worth. One question tho can this be used with this mod http://www.nexusmods.com/fallout4/mods/10311/? or do i have to remove it?. :-)
20 comments
mod list
# This file was automatically generated by Mod Organizer.
+Perchik71 - In Game MOD Explorer (MCM)
-settlement_separator
+More Realistic Pipe Weapon Textures
+Generator - Fusebox-Powerbox with 3-5-10 and 100 energy
+Hide Pip-Boy
+See-Through-Scopes
+Ballistic Weave Unlocked
+Legendary Effect Overhaul (LEO)
+Equipment and Crafting Overhaul (ECO) - Redux
-equimpment modding_separator
+BodySlide and Outfit Studio
+2pac4eva7's CBBE skimpy armor and clothing
+Caliente's Beautiful Bodies Enhancer -CBBE- (Reduced)
+Caliente's Beautiful Bodies Enhancer -CBBE- (Reduced) base
-Cbbe_separator
+Grab and Eat Revisited - Quick Use items
+Less intrusive tutorial
+Outline Workshop Highlight Only
+Crafting Highlight Fix
+MCM Categorizer - Sorter Folder Categories
+MCM Booster
+MCM Settings Manager
+Mod Configuration Menu
-DEF_UI Compatibility Patch
-DEF_UI
+HUDFramework
-Hud_separator
+Incremental Fusion Core Charging Stations - Recharger
+Remove Ammo from Dropped Guns
+Sound Of Silence - Stop unimmersive ambient music
+Bullet Counted Reload System (BCR)
+Classic Holstered Weapons System (CHW)
-tweaks_separator
+Skip New Game Intro
+True Damage
+SCOURGE - Main
+Scaling Flag Remover
+Spell Perk Item Distributor
-True damage_separator
+Uncapped Settlement Surplus
+Previsibines Repair Pack Stable Branch - PRP plugin files
+Previsibines Repair Pack Stable Branch - PRP
+Marine Wet suit Material Fix
+Marine Combat Armor Material Fix
+Fixed Gobo Effects
+Fixed Protectron Textures
+NPC Drinking Fix
+Wetness Shader Fix
+Reload Fix
+3rd Person Behavior Fixes
+Long Save Bug Fix
+Weapon Debris Crash Fix
+Interior NavCut Fix
+Outfit ReDress Fix
+Armor Penetration Bug Fix - F4SE
+Jet Script Bug Fix
+Sprint Stuttering Fix
+Buffout 4
+Weapon Mod Fixes
+The Midnight Ride - Glitchfinder All-In-One
+Misc anim tweaks and fixes
+Community Fixes Merged
+Ownership Fixes
+Unofficial Fallout 4 Patch
+BUGGG Fixees_separator
+Faster Terminal Displays
+Garden of Eden Papyrus Script Extender
+Lighthouse Papyrus Extender
+Random Encounter Framework
+Baka MaxPapyrusOps
+RobCo Patcher
+Long Loading Times Fix
+High FPS Physics Fix
+Better Console - F4SE
+Console Commands Extender
+Address Library for F4SE Plugins
+PrivateProfileRedirector F4 - Faster game start (INI file cacher)
+Utilities_separator
*DLC: Automatron
*DLC: Contraptions Workshop
*DLC: Far Harbor
*DLC: Nuka-World
*DLC: Vault-Tec Workshop
*DLC: Wasteland Workshop
*Creation Club: ccbgsfo4019-chinesestealtharmor
*Creation Club: ccbgsfo4048-dovah
*Creation Club: ccfsvfo4001-modularmilitarybackpack
*Creation Club: ccbgsfo4001-pipboy(black)
*Creation Club: ccbgsfo4004-pipboy(camo02)
*Creation Club: ccbgsfo4006-pipboy(chrome)
*Creation Club: ccgcafo4003-factionws03bos
*Creation Club: ccgcafo4008-factionws08inst
*Creation Club: ccgcafo4009-factionws09mm
*Creation Club: ccgcafo4010-factionws10rr
*Creation Club: ccgcafo4013-factionas02bos
*Creation Club: ccgcafo4017-factionas06inst
*Creation Club: ccgcafo4018-factionas07mm
*Creation Club: ccgcafo4020-factionas09rr
*Creation Club: ccrzrfo4004-pipinst
*Creation Club: cctosfo4002_neonflats
*Creation Club: cckgjfo4001-bastion
*Creation Club: ccrzrfo4001-tunnelsnakes
And if I may make another suggestion. Can you make a model with a connection for conduits in stead of cables?
I must point out that your perk requirement for 100 version of 4 science and 4 nuclear physicist is a bit out of line. Consider this: the wasteland workshop has a FUSION generator that produces 100 but only requires 4 science. Science isn't that high on the perk tree, but NP requires 9 INT!
Except for high intelligence characters, no one will be able to build these things. I suggest leaving out the NP requirement. 4 Sci is "hard" enough.
But what if we compare both, the size and noise and the ability what you can do with the box instead of the new generator from WW.
You can place the box on every wall or object, one important point is also you can place it in a house without sound. The box is much more valuable in my opinion and should be ranked higher than any other electricity generator, most people would use the box instead of the WW generator if they have the same perc requirements.
What do you think of NP for all boxes on 1?
Your mod is perfect.
Endorsed.
In fact, I'm so damn happy with it, I'm gonna throw a kudo at ya.
It might be easier to go down that path than to create artificial hurdles, and it would also keep the bigger generators viable at the same time. I'm not a modder though, so my idea may not be as simple as it looks on paper.
and have those ugly black cables all over the place when you can simply "wifi" your electricity?
It appears that some people don't understand how this works, so I am going to clarify it.
1. There are 4 boxes to choose from. Each box has a different power radius. The 3 box has a small
power radius, whereas the 100 box will cover a fairly large area. Think of it as an energized circle.
2. The power radius is not stopped by walls, it will travel through them. You will have power overlap
if you don't choose the right box for your application.
3. BOX LOCATION IS EVERYTHING! Yes, really! You may not be able to put it where you think it looks nice.
Example: You want to light your bathroom but not the bedroom next to it. Use a 3 or 5 but do not
place it on the wall that the bedroom shares. Place it on the opposing wall.
4. Consider exterior walls! Placing your box on the inside of an exterior wall moves the radius away from
other rooms and gives you more control. Also, you will have the option of installing an exterior light
out there if you want to.
5. Common sense... I have 5 homes and I can go into any room and flip the box as if it were a light switch.
Just try the varied power supplies and experiment with box locations. You will LOVE this mod!
***midiaura kisses his generator goodbye, shoves it over the cliff and watches it disappear into the ocean***
Would it not be better to increase the ceramic cost and remove crystal, but what do i know,
just my tuppence worth. One question tho can this be used with this mod http://www.nexusmods.com/fallout4/mods/10311/? or do i have to remove it?. :-)