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===========
Wireless Power
===========

Foreword:
First off, this mod was made in consideration for a minimalistic approach.. meaning: reducing settlement building clutter (no more wires, lesser items per space.) May be "un-immersive" & somewhat "cheat-y" as normal game dynamics & values are altered.. nonetheless, a "Vanilla-ish" version is provided. Refer to details below.

Notice: Install this mod after the first settlement tutorial in Sanctuary is finished to avoid a bug of repeating tutorial message prompts.

Features:
- Selected craftable vanilla settlement power equipment altered to have "Wireless Power" - no need for connecting wires anymore but still possible, if you wish. Each WP equipment acts a standalone wireless power generator which will power up other default wireless stuff like lights & turrets. & with the case of the WP lights & WP purifiers they are automatically powered up. (Refer to Video for demo.)

NOTICE:
MUST STILL CRAFT AT LEAST ONE GENERATOR FOR THE SETTLEMENT POWER VALUES TO REFLECT IN THE WORKSHOP BUILD MODE. ALL EQUIPMENT THAT ARE ALTERED TO BECOME "WIRELESS POWERED" MUST BE CRAFTED ANEW EVEN IF YOU ALREADY HAVE THEM PREVIOUSLY PLACED IN YOUR SETTLEMENTS BEFORE INSTALLING THE MOD. JUST SCRAP THE OLD ONES & CRAFT NEW ONES SO THAT THE WIRELESS POWER WILL MANIFEST PROPERLY.

Wireless Power Equipment:
- Construction Light
- Generator - Large
- Generator - Medium
- Generator - Small
- Generator - Windmill
- Lightbox
- Mirror Ball
- all 3 variable positioned Power Conduits
- Power Pylon
- Power Pylon - Large
- Switch
- Switched Power Pylon
- Switched Power Pylon - Large
- Water Purifier
- Water Purifier - Industrial
- Recruitment Radio Beacon

Versions:
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A: "Vanilla-ish". No boosts/increases/extras.
- WP Equipment Health normal/default (*Where applicable, i.e.: generators/purifiers.)
- WP Power Emittance Radius 500 (default.)
- WP Power Output normal/default (Generators, Purifiers, Lights & Radio Beacon are all at default/minimum. Even though all have power output figures, only Generators', Purifiers' & Radio Beacon's values will reflect in the settlement build as Connectors & Lights will still come off as somewhat normal wireless power conductors/relays.)
- WP Purifiers' Water Output normal/default.

B: Moderate boosts/increases/extras.
- WP Equipment Health x2 (*Where applicable, i.e.: generators/purifiers)
- WP Power Output x2 (*Generators only. Purifiers, Connectors, Lights & Radio Beacon are at minimum. Even though all have power output figures, only Generators', Purifiers' & Radio Beacon's values will reflect in the settlement build as Connectors & Lights will still come off as somewhat normal wireless power conductors/relays.)
- WP Purifiers' Water Output x2.
- WP Power Emittance Radius 1000
- WP Happiness Bonus **Varied: either/between 10-20

C: Super boosts/increases/extras.
- WP Equipment Health x10 (*Where applicable, i.e.: generators/purifiers)
- WP Power Output x10 (*Generators only. Purifiers, Connectors, Lights & Radio Beacon are at minimum. Even though all have power output figures, only Generators', Purifiers' & Radio Beacon's values will reflect in the settlement build as Connectors & Lights will still come off as somewhat normal wireless power conductors/relays.)
- WP Purifiers' Water Output x10.
- WP Power Emittance Radius 2000
- WP Happiness Bonus *Varied: either/between 100-200

*All connectors & purifiers revalued in all versions to minimum power outputs. All connectors gets valued at 1 power output while purifiers gets the same equivalent of small & medium power generators' outputs at 3 & 5. Generators gets the boosts in power outputs in version B & C while version A sticks to "vanilla-ish" values.

*When crafting, an instance might occur that the power logo (lightning) will turn red. All will still be well as all will still be lit. Just SCRAP any old similar items, CRAFT them once again & make sure to build a generator that will sufficiently supply power so that the power values will properly reflect. Exit area & it'll be OK the next time you come back.

Patches:
----------
*Patches retain default values such as health & power outputs. Only Wireless Power Emittance have variations.

Craftable Solar Panels and Fusion Reactors by DDProductions83 WP Patch (Both Solar Panels & Fusion Reactor WP'ed.) Original mod required - http://www.nexusmods.com/fallout4/mods/8172/? Load patch under it.

Generator - Fusebox by Draco856 WP Patch (Only Fuse Box 100 WP'ed.) Original mod required - http://www.nexusmods.com/fallout4/mods/3429/? Load patch under it.

Homemaker - Expanded Settlements by NovaCoru WP Patch (All generators & 4 lamp posts WP'ed.) Original mod required - http://www.nexusmods.com/fallout4/mods/1478/? Load patch under it.


Installation:
- Install by using Nexus Mod Manager (NMM) or manually place the plug-in (.esp) in your Fallout 4 Data folder (Steam > steamapps > common > Fallout 4 > Data)
- Activate mod.

Uninstallation:
- Remove by using Nexus Mod Manager (NMM) or manually remove the plug-in (.esp) in your Fallout 4 Data folder (Steam > steamapps > common > Fallout 4 > Data)

Credits:

FO4Edit PreRelease Alpha by ElminsterAU
http://www.nexusmods.com/fallout4/mods/2737/?

Craftable Solar Panels and Fusion Reactors by DDProductions83
http://www.nexusmods.com/fallout4/mods/8172/?

Generator - Fusebox by Draco856
http://www.nexusmods.com/fallout4/mods/3429/?

Homemaker - Expanded Settlements by NovaCoru
http://www.nexusmods.com/fallout4/mods/1478/?


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