The mod works for me (thank you), except non-wired street lights are very dim, making them almost useless unless i join a cable to them. Then they are much brighter. Is this by design?
Though I am sure you have seen the posts, this mod is no longer working. I have no idea what patch since it's creation killed it. But it is now a waste of an esp slot and a place in anyones load order. I see that you are still producing mods. I would appreciate you taking a look at this one. If not maybe just pull it down as it is no longer worth having it up. At least then it wouldn't be offering something it simply does not provide.
How do i uninstall this mod? when i do it the usual way by disabling it, like you also describe in the readme, my settlements remain screwed up, structures i removed are still there - i tried using this mod without the clean settlement mod, since i thought i could always use an older savefile that didn't had this mod installed. but no, simply using an older savefile doesn't change it. waiting indoors some days won't change it also.
Baked-in stuff is so annoying. Modders today say don't uninstall a mod mid-game - but what are you supposed to do if you try a mod and don't like it or later find it borks something and changing load-order won't fix? It'd be far better if mods which risk baking-in came with an antidote esp - i.e. a reset which does the opposite of any changes made (closest I've seen is this patch to reset spawn times if borked by other mods).
Old mods (say, pre-2017) can be more problematic due to modders' limited knowledge of the game/engine back then. And of course subsequent updates to the game, DLC, or UFO4P can unintentionally partly break old mods (or their removal) which was once ok.
Have you heard of/tried Fallrim Tools to clean your game-save files? It might work with some mod types, but I'm no expert with it.
Otherwise your concept is sound as far as I can tell, i.e. going back to a save before installing the mod. You may already know this (and/or more) but I'm posting for anyone to read: I mod manually so physically remove mods anyway, so if using a mod-manager I've no clue on issues therein except to say double-check that the mod is really gone. Try to make sure (if possible) that the save is away from any cell affected by the mod. Wait a few days then just to be on the safe side go to another worldspace (eg, Nuka World, or some mod worldspace if you've also built in Nuka). Wait a few more days. Save & restart the game from desktop a couple of times during all this too. I had to do all the aforementioned just to remove a baked-in Far Harbour player home mod, which wouldn't uninstall after just making a simple clean save, but I can't guarantee it'd work for you. I'll also PM you in case you stopped returning here. Good luck to you and all my fellow wastelanders.
I am using MO2 and ended up disabling all mods and re-enabling them few at a time, checking if the removed settlement structures would appear again to hopefully find conflicting mods. took some time with 200 mods installed but i was able to single out the Raiders Overhaul mod as the conflicting mod, wich really surprised me, since that mod wouldn't alter settlement structure. At least i thought it wouldnt. But with changing priority for that Raiders mod in MO2 i was able to continue without further complications.
i did move between cells btw, but not between world spaces since i hadnt visited Nukaworld nor Far Habour in this playthrough yet. the cells i visited also showed screwed up settlemet structrures.
Thanks for pointing out the Fallrim mod, seems intersting, though to handle with care.
And thank you for returning and confirming this mod was innocent - at least on this occasion... Ah, the 2016 Raider Overhaul mod is reportedly a bit of a bugfest. The talented 4estGimp has reworked it here, but it seems like too much effort for the reward to me.
Any "overhaul" mod needs to be approached with caution. And yes, I too have found mods can touch things I wouldn't expect, partly down to modders' mistakes but also partly the vagaries of the CK tool and how shoddily Bethesda games are built... "It just works".
So Im at Gray Garden building settlement. Got the gen running out front. Putting up bldg lights in the back and I don't have power? How far is your "increased" radius for wireless power? Works on the front of the building but not in the back?
Hello, Wile the wireless power works for most objects it doesn't fully work for laser based turrets specifically, I usually have to construct two conduits and connect wires from the turret to the conduits and then the turret will finally receive power. I'm grateful that it can still run without any power generator being made but I still need to run some kind of wire. Any help or suggestions on a fix would be deeply appreciated thank you.
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I changed the wireless power box to prewar textures. It looks as good as it works now.
when i do it the usual way by disabling it, like you also describe in the readme, my settlements remain screwed up, structures i removed are still there - i tried using this mod without the clean settlement mod, since i thought i could always use an older savefile that didn't had this mod installed. but no, simply using an older savefile doesn't change it. waiting indoors some days won't change it also.
Old mods (say, pre-2017) can be more problematic due to modders' limited knowledge of the game/engine back then. And of course subsequent updates to the game, DLC, or UFO4P can unintentionally partly break old mods (or their removal) which was once ok.
Have you heard of/tried Fallrim Tools to clean your game-save files? It might work with some mod types, but I'm no expert with it.
Otherwise your concept is sound as far as I can tell, i.e. going back to a save before installing the mod. You may already know this (and/or more) but I'm posting for anyone to read: I mod manually so physically remove mods anyway, so if using a mod-manager I've no clue on issues therein except to say double-check that the mod is really gone. Try to make sure (if possible) that the save is away from any cell affected by the mod. Wait a few days then just to be on the safe side go to another worldspace (eg, Nuka World, or some mod worldspace if you've also built in Nuka). Wait a few more days. Save & restart the game from desktop a couple of times during all this too. I had to do all the aforementioned just to remove a baked-in Far Harbour player home mod, which wouldn't uninstall after just making a simple clean save, but I can't guarantee it'd work for you. I'll also PM you in case you stopped returning here. Good luck to you and all my fellow wastelanders.
settlement structures would appear again to hopefully find conflicting mods. took some time with 200 mods installed but i was able to single out the Raiders Overhaul mod as the conflicting mod, wich really surprised me, since that mod wouldn't alter settlement structure. At least i thought it wouldnt. But with changing priority for that Raiders mod in MO2 i was able to continue without further complications.
i did move between cells btw, but not between world spaces since i hadnt visited Nukaworld nor Far Habour in this playthrough yet. the cells i visited also showed screwed up settlemet structrures.
Thanks for pointing out the Fallrim mod, seems intersting, though to handle with care.
Any "overhaul" mod needs to be approached with caution. And yes, I too have found mods can touch things I wouldn't expect, partly down to modders' mistakes but also partly the vagaries of the CK tool and how shoddily Bethesda games are built... "It just works".