Just wanted to say I tested it just now and it seems to work perfectly, I made a shelf, put a battery on it, attached a connector to the battery, and made a wire from the connector to a power pylon, then a wire from the pylon to a spotlight and it powered on. The total power of the settlement also increased correctly. I haven't tested the power radiator yet. Seems good! =)
What materials (resources) is needed to actually construct these batteries? This is NOT shown when I try making a makeshift battery in workshop.... or am I supposed use the Chem workbench?
-editing to add that the problem was all on my side, seems like I had just a mod to many. Darn you 277 mods installed, darn you all to heck!
Like the idea, but it seems to conflict with Combat Rifle Overhaul (at load I get a combat_rifle_overhaul.esp is missing error and then crash). Uninstalled this mod and I get no error and everything runs fine. No batteries for me I guess!
Just wanted to chime in here and say that this mod is fantastic. I've always wondered why makeshift batteries weren't a viable power source (even if a low amount of power). I really appreciate that the batteries can be placed on any surface you choose, which makes them very easy to place among clutter and other existing furniture. Silent and understated, which is amazing.
My only request would be a version of this mod where batteries need to be replaced over time as they drain for maximum immersion. But I know that requires a lot more effort. Maybe batteries have a very low build cost themselves (like 1 steel/wood), and when built act as a container that you must have at least 1 makeshift battery in? That'd be the dream. That way you don't need to rebuild batteries and replace/rewire things.
The shelves just hold the batteries if you choose to use them. The batteries can sit on any surface really (shared a photo of mine in the mod's user images area). The only thing you need is to build the batteries, then build/attach wire connectors to each battery (found in the connectors area), and then you can connect each batter to each other or out to whatever you need power for by connecting wires from/between the battery connectors.
There's also a wireless emanating connector you can use as well if you'd prefer.
Now we just need this mod to come with the ability to craft the actual makeshift batteries at a chem station! Hard to find them and I don't know if they respawn in world...
Love this mod. I always pair it up the Solar Panels mode, by 0AndyVan0. I know having those two mods working together doesn't make sense from a pure game mechanics standpoint, but having these two in my load order gives me a logical explanation as to why solar panels generate power during the night, and the batteries never seem to run out of juice.
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This is NOT shown when I try making a makeshift battery in workshop.... or am I supposed use the Chem workbench?
Like the idea, but it seems to conflict with Combat Rifle Overhaul (at load I get a combat_rifle_overhaul.esp is missing error and then crash). Uninstalled this mod and I get no error and everything runs fine. No batteries for me I guess!
My only request would be a version of this mod where batteries need to be replaced over time as they drain for maximum immersion. But I know that requires a lot more effort. Maybe batteries have a very low build cost themselves (like 1 steel/wood), and when built act as a container that you must have at least 1 makeshift battery in? That'd be the dream. That way you don't need to rebuild batteries and replace/rewire things.
There's also a wireless emanating connector you can use as well if you'd prefer.