This mod was working just fine. I started a new game recently and I set up about 8 settlements. All the power was correct, 3x more or so than vanilla. I was at one settlement and then I saved the game exited the game. I came back on a few hours later and went to another settlement, the power was basic. I was puzzled. I went back to the other save, and it was basic there. I didnt install any mods. I looked at the load order for this mod and it was in the same position. I uninstalled the mod, reinstalled it. Still no good. I put it towards the top of the load order. No good, towards the bottom of the load order. Still no good. I have tried many things... I am not sure why it just stopped working.
so the screen shots aren't misleading in any way then I suppose, on manual it shows a maximum possible increase to 200 or with the fusion genny it's a 1000? screen shots show 10000
Mod also no longer works for me either, in both old and new games, all generators have reverted back to vanilla values (both existing ones and in the crafting menu).
It's a mod conflict and it's YOUR own fault. Mod works just fine. Put it at the bottom of your load order. This mod just changes the value of the power output, nothing else. Check it on FO4Edit if you know how and you will see. Stop spreading false information.
I'll tell you what happened. They put in a mod that includes generators providing happiness, not realizing that this overrides the Better Generators value change!
A patch is in order, but it's surely not expired's fault.
Aye, mod is fine - it's just a simple set of stat boosts to a few power and water makers. About the only thing it's lacking is an esl flag, but even if you're a novice with FO4edit you're in luck - read this Reddit answer on adding an esl-flag. Do so and you'll find this mod also comes back as "nothing to do" (i.e. no compacting ID forms or anything complicated) so you can just add an esl record flag. 1 minute's work.
I have the same problem : damn mod just stopped working and everything just got back to vanilla values. Even reinstalling or using a different version didn't work
I have Happy maker 5000 and advanced turrets. But even uninstalling them and reinstalling this mod, it's still not working
That's what things with engines, especially internal combustion engines cobbled together with a hotchpotch of post-war parts, often do. AKA "exhaust fumes". Emissions control not so good.
The generators and how they work have not changed, just the power output value of each. The front page even states that generators are modified, not that new ones are added to the game. Now, are you sure you have a problem?
Huh? What's wrong with not using a mod manager? There's really no good reason to always be dependent on automated tools to do everything for you. Especially when all you have to do is move the archive to the Data folder, and select "Extract here" to get all the files in the right place.
Installing manually is fine, uninstalling manually is a pain in the backside. I can't imagine a single legitimate reason to mod that way with all the tools available, but to each their own. I have no interest in spending 5 hours to do something I can do in 5 minutes.
And just to add, not using a mod manager makes you overwrite original Fallout files and records. So you have to do a backup of the whole fallout folder and keep track of all files that mod changes (imagine if the mod has hundreds or files and you have to take note of each of them). Makes no sense not having a mod manager just because you can say you are old school. MO2 makes a virtual space so you don't mess with Fallout folder. Vortex uses deployment links and despite using fallout folder it doesn't change its original files either. It's useless job manually managing mods. I'm oldschool and I don't want to lose my time in that ever again. I have other things to do in life.
What a load of jealous mod-manager-nazi BS inadequacy issues. I've always modded manually not because I want to boast that I can but simply because I find mod managers add another layer of confusion and come with issues of their own. I've been manually modding since the 1980s and simply find it easier to understand that way. I don't massively overmod my games with hundreds of mods, I'm very selective and so keeping a backup and a text file note or two is pretty simple. And for many gamers I'd recommend it. It's not that difficult nor time consuming.
What a load of jealous non-mod-manager-nazi BS inadequacy issues. I've always modded with a manager not because I want to boast that I can but simply because I find modding manually add another layer of confusion and come with issues of their own. I've been modding since the birth of Christ and simply find it easier to understand that way. I don't massively overmod my games with hundreds of mods, I'm very selective and dont need to keep a backup and dont need to keep a text file to note because the mod manager..shows you..what mods you have installed. And for many gamers I'd recommend it. It's not that difficult nor time consuming.
You make little sense kacang69 except to completely prove my point - in that you display the all-too-common tribality and attack-dog mentality that so many adherents of competing mod managers display. For it is obvious, and has been since the very early days of computer game mod managers, that using them requires extra learning/time investment and that they add an extra layer of issues & quirks. Yes, the extra trouble can arguably at least sometimes be offset by their utility when using hundreds of mods. But otherwise, they don't. It is quite easy to manually mod FO4 - I am not making it harder for myself. And it has some advantages in understanding and controlling the process, and recovering therefrom, etc. However, my main point is not what's easiest but that the community acts so irrationally tribally on the issue, as you've sadly quite admirably demonstated. Good day to you.
What a load of jealous mod-manager-nazi BS inadequacy issues. ?
who's jealous? and of what? and who's a nazi?
I've always modded manually not because I want to boast that I can but simply because I find mod managers add another layer of confusion and come with issues of their own. I don't massively overmod my games with hundreds of mods, I'm very selective and so keeping a backup and a text file note or two is pretty simple.
modding manually is simply copy pasting and extracting the files. dont like act its anything else. anyone can do it. mod managers does the same thing too. difference is mod managers can also keep track what you have already installed and show any conflicts. so no need to take out a text note, write down manually what mods you downloaded, what type of files it contains, what it conflicts with, if you have installed it or not. your process is slow and outdated and much more prone to errors. nobody is forcing you to use mod managers. but its utterly undeniable that using one is MUCH better, safer and faster than modding manually. i could help point you to many guides that can get you started, if you want?
I've been manually modding since the 1980s and simply find it easier to understand that way.
irrelevant information that doesnt need support any argument.
And for many gamers I'd recommend it (modding manually). It's not that difficult nor time consuming.
yes, and the same could be said for using mod managers.
You make little sense kacang69 except to completely prove my point - in that you display the all-too-common tribality and attack-dog mentality that so many adherents of competing mod managers display.
i admit i was having fun, showing you that your comment is very opiniated and not based on factual evidence. not trying to "attack" you. although the one calling people NAZIS for using mod managers and liking it..is you.
I installed the x2 one and the mod works perfectly - and x2 seems well balanced imho, for diesel, wind & water. As it's from 2015 it doesn't include DLC-added generators but they're powerful anyway and don't really need buffing, not even just for balance if you're only buffing the regular stuff to x2. Thanks. Endorsed.
loveblanket, the mod author didn't list it in his optional files but the water is enhanced in them. the 30 small / 50 medium / 100 large / 30 wind / 100 fusion also has ten water from powered, ten water from small purifiers and a whopping 40 from large purifiers.
281 comments
Mod does not work so do not waste your time.
A patch is in order, but it's surely not expired's fault.
I have Happy maker 5000 and advanced turrets. But even uninstalling them and reinstalling this mod, it's still not working
So you have to do a backup of the whole fallout folder and keep track of all files that mod changes (imagine if the mod has hundreds or files and you have to take note of each of them).
Makes no sense not having a mod manager just because you can say you are old school.
MO2 makes a virtual space so you don't mess with Fallout folder.
Vortex uses deployment links and despite using fallout folder it doesn't change its original files either.
It's useless job manually managing mods. I'm oldschool and I don't want to lose my time in that ever again. I have other things to do in life.
Good day to you.
What a load of jealous mod-manager-nazi BS inadequacy issues. ?
I've always modded manually not because I want to boast that I can but simply because I find mod managers add another layer of confusion and come with issues of their own. I don't massively overmod my games with hundreds of mods, I'm very selective and so keeping a backup and a text file note or two is pretty simple.
I've been manually modding since the 1980s and simply find it easier to understand that way.
And for many gamers I'd recommend it (modding manually). It's not that difficult nor time consuming.
You make little sense kacang69 except to completely prove my point - in that you display the all-too-common tribality and attack-dog mentality that so many adherents of competing mod managers display.
Thanks. Endorsed.