PLEASE READ THE UNINSTALL REQUIREMENTS IN THE DESCRIPTION BEFORE UNINSTALLING 1.50b OR LATER!
The 5x and higher radius versions cause framerate drops when grabbed after placing. It's doubtful Bethesda will fix the root cause, so if it's a big enough issue to users the 20x versions will be removed as they nearly freeze the game.
-UPDATES-
2.00 - Fully functional (and Fixed) NMM installer! Also updated No Passive Power plugin to use script-added menu.
I apologize to everyone who was waiting for an update after this post. But unfortunately, my studies kept me away from gaming and modding. I also see no point in updating it now as there are already some mods that deal with vault tec conduits and the new connectors I was going to bring are already introduced in Sim Settlements.
Also, it's superseded by Customizable Radiator this mod does the same thing with more usability as it lets you customize power radius to your choice within the game itself.
If anyone still wants me to update it after this explanation for whatever reason please let me know.
Turrets aren't able to accept passive power (unless they are modded), only things like lights. If the power requirement on something in the build menu has a number, it requires a wire and that much power from your pool of generators. Anything without a number can be passively powered from emitters and does not require your generators to have power to spare.
Bit of a longshot after all this time but I want to switch versions to uninstall the full PCPO and reinstall the no-radiating version.
I uninstall with the chem as expected, save, quit, uninstall the mod, then load, check the menu and it's fine, and then save. After this I install the new version which has a different plugin name but all it does is say PCPO is installed immediately followed by PCPO is uninstalled.
I tried ending or resetting the quest before the uninstall save, resetting the quest when reinstalling, and even disabling the plugin but leaving the scripts installed but I can't reinstall another version of PCPO after the uninstallation.
Anyone know about this or have a way to do it? If not I'll just have to keep using the original full version. I like the new radiator better and just want a cleaner menu. Also, the menu is never corrupted or missing during all of this so I didn't forget to use the chem.
It sounds like the scripts are baked into the save. If I recall, I think you can open a save in the Creation Kit and remove orphaned mod references and scripts.
so I'm having a similar problem but I didn't do any thing to provoke it to happen so I get on the game as usual and I notice that my settlement was getting a bit big so I want to go turn off the recruitment beacon so I could catch up on the bed situation and the food and my game imminently black screens and crashes so I was like wtf and I use all the things in this mod to connect all my s#*! together anyways I hop back in the game and I do it again I flip the off switch on the beacon and once again instant black screen so at this point I'm getting mad so I get back in and start to experiment I try deleting the beacon and I insta black screen and crash I try disconnect the power source and I insta black screen and crash so I get back in for the last time and I notice in the top left it says PCPO is installed immediately followed by PCPO is uninstalled so I just don't touch the beacon anymore iv tried uninstalling and reinstalling many times but nothin I keep getting the same message
I started a new game since I was just testing mods still. Workshop framework has functions to rebuild your power grid. The Mod Config menu and a new option for "manage" on the workbench itself will allow you to select that. Be warned though, save first and if it crashes on rebuild, keep trying :|
The repair sometimes crashes when deleting and replacing wires so the manual method is to first delete all wires and then run the grid repairs and manually fix the wires. If the game crashes when you power off your beacon then it might not help :(
If you move any pylon with more the 5x radius it will cause fps drop more the radius more the fps drop. 20x pylon causes fps to drop around 5-10. just make sure you place it right on the first attempt or use pylons with lower radius. having one 20x pylon is sufficient for most of the settelements in fallout 4. so if you to light everything in the settlement with 1 pylon place 20x in the middle of the settlement.
Also use place anywhere and workshop plus mod so it will be alot easier to place pylons correctly on the first attempt.
This is a pretty old comment, but if you place such a pylon and wish to move it, disconnect it first. Moving it while connected causes the lag. Or could you place a second one and scrap the first one.
Yes it is pretty old, I don't seem to have this issue anymore (luckily) it may be one of the mods I added over the years, helping. Like baka, fasterworkshop etc...
But what I found as a workaround way back then, was to move the pylon with place everywhere commands, then do a quick grab and let go to update the cables. The reason I did this instead of building a second and scrapping the first or disconnecting the wires, is that I usually had more than 10 connections attached to a central pylon and it was more cumbersome to re attach them.
It should only be necessary to uninstall it from that save, it's not needed if you are going to remove the mod, start a new game, and you don't load that save while the mod is uninstalled. That's due to how the save files will save what state the script is in, and if you load the save while the mod isn't installed, it breaks things since it can't find the script. The instructions are mainly for people who will be playing the same save after uninstalling, but it's a good idea to do it in case you load that save later.
Hey y'all, first off, thank you so much for the mod! I used to use it all the time, but however it seems that the passive power radius is no longer working. I've tried to uninstall the mod and reinstall trying both SKE and normal method. All to no avail. Idk if Bethesda made an update and changed how passive power works, but now all my pylons and such from the mod in question act just as normal power conduct with no passive power being emitted.
Am I the only one seeing this? I don't think I'd be using a mod that would conflict. I do know that Transfer Settlements wants to fix the power grid every now and then, but this used to not break before.
Hi, sorry for the late response I've been busy preparing for my final semester of college. I know nothing in the mod has changed, and it would be very odd for Bethesda to make such a change in the game. I haven't played in a while, but I can dust off Xedit and try and get my over-modded game to run.
It's possible it's not this mod or the game though. Is it all passive radius conduits, even newly built ones, or just ones that were previously placed by you or imported by Transfer Settlements?
EDIT: Well, I tried to get my game to run, but I can't get a save to load or a new game to start, so short of undoing years worth of modding and mod merging by reinstalling, I don't think I can get it working. The only updates have been Creation Club AFAIK, so nothing should be wrong with the mod or the game.
You should make someway to use regular radius things only. I.E. a separate mod entitled PCPO default radius only, or just within the installer an option to disable all the extra pylons etc. Also, what the world REALLY needs, is not larger radius but functional conduits. I haven't downloaded your mod because I really don't want to clutter my workshop menu with all the extra power options, but I really just want something that will overhaul just the conduits. Maybe you can do this? I just want conduits that I can put on floors AND ceilings and walls. So far, the default conduits only attach to the floor. Otherwise, a less cluttered power menu option would be fine by me.
Conduits for floor ceiling and wall I think there is one already available for wall not sure about ceiling ones here is the link
Well as far as less cluttered menu it is possible with some scripts and MCM integration but I am not good with codes so it will take some time for me to get it working. and I wont promise anything as of now. cause I already have promised few thing which would take only few hours to get it done and I still haven't done it. But I am sure I will do it sometime in the future just don't know when.
As for menu clutter, it's a scripted menu, so all added items are in their own separate menu within the Power menu, it does not clutter the existing menus for regular pylons and conduits.
Just downloading your mod and giving it a go-through. It looks very interesting and should dovetail in nicely with some stuff I'm playing with.
I'm wondering if you've looked at bringing out a version which runs with Settlement Menu Manager? That's supposed to clean up menu structures easily / automatically on uninstall, plus has a built-in menu-fixer. (Which has saved my bacon a couple of times.)
It was planned along with some other stuff mentioned in 2nd sticky note above. But because of my college I don't have enough time. If I get time this Christmas I might do it. although It is very unlikely because of family gatherings. still I will try my best.
Edit: I got it working just need to finish some other stuff and polish and test the mod. but it won't come before at least next weekend.
After several installs and uninstalls, I could never get the conduits and pylons to show up in the workshop menu. The scripted installer would run, but no conduits or pylons.
Sorry to hear that and sorry for the late reply, that is odd. Which option from the installer did you pick? If you're trying to install the scripted workshop menu version and you don't get the message on loading the save I would try manually installing the script file, as NMM may be screwing up the virtual file install.
I've done manual installation of the scripts to no avail. I use Mod Organizer 2, and it was indeed NOT installing the scripts. I get no message, so for some time, I gave up. But here's the thing. There have been two major parts of my life; in the earlier part, I was a journeyman electrician, and in this later part, I'm a software engineer. The workshop is driving both parts of me nuts; it desperately needs PCPO, and it desperately needs an organized bloody menu structure. I honestly believe at this point that most sadly, PCPO's installer is broken., regardless of what mod manager one is using. Think you can give this a look, please? Oh; I just noticed, you're not the original mod author; do you have the source code availability to fix it?
I've also noticed that there is no "uninstall chem" either; so I'm figuring the installer is definitely busted...
Many thanks, HerrBaron
Addendum: The script elements were missing from the section of the fomod installer xml file; I fixed that, but still wasn't getting a message at loading a save. On looking in the CK, I note that the pcpo_menuinstallerscript is only used by the pcpo_menuuninstallerscript, and that script isn't attached to anything at all; hence, the Event Actor.OnPlayerLoadGame(Actor actorref) nor the Event OnQuestInit() nor Event Actor.OnDifficultyChanged(Actor actorref, int aOldDifficulty, int aNewDifficulty) are not going to fire. I t looks like the author had trouble getting events to work here; hence there are both OnPlayerLoadGame and OnQuestInit events that basically do the same thing. The Papyrus log doesn't show anything pertinent when enabled, either. Likewise, there is no quest object for this .esp to which to attach the OnQuestInit event,. Since a script receives events from their parent object, the script will never see that event; it has no parent.
I'm betting that this mod hasn't worked since the author last updated it.
Sorry it's been a while but the last month has been hectic with college tests and projects. It's possible I uploaded the wrong zip file, but I do have the script functioning in my game. I'll check the nexus file against my file when I'm on break after finals. Edit: Ok, I don't know how this happened and I apologize it took so long to fix the problem (I'm honestly surprised so few people have reported this issue). The fomod did not like installing multiple files per option, so I set it up to always install the whole script folder and each option installs the plugin. The SKE plugins do not contain the quest to initialize the scripted menu so they will never run even though the files are there. I have verified the files install and the script runs for the non-SKE files.
Great Mod. Thanks for the Hard work on it. I love the choices in the radiated power and I have looked around and tried several things but is their a piece that would "receive" it's power from the passive radiated power but then have a hard point on it that could connect to a device that needs hard wire? This would simulate underground conduit connection. Example have a Power Pylon connected to a generator then a distance away (in radius range of course) have a passive receiver device then hard wire that to a spotlight turret or any other hard wire device. Thanks again for the mod and any advice.
It is possible. Will require some coding and scripts. Unfortunately because of my academic studies, I barely get time to play. Making a MOD is just very difficult for me for next few years. Well look at the sticky note, I promised a new update with some additional features in June 2017 haven't got time to do that even after 1.5 years. MOD is maintained by Timmster he does everything that is possible to him to resolve issues.
The best shot you have is post your request in Forum. Someone might help you regarding those connectors.
122 comments
The 5x and higher radius versions cause framerate drops when grabbed after placing. It's doubtful Bethesda will fix the root cause, so if it's a big enough issue to users the 20x versions will be removed as they nearly freeze the game.
2.00 - Fully functional (and Fixed) NMM installer!
Also updated No Passive Power plugin to use script-added menu.
It will have vault-tec conduits and 2 new types of connector for people who think large pylon is not large enough.
I apologize to everyone who was waiting for an update after this post. But unfortunately, my studies kept me away from gaming and modding.
I also see no point in updating it now as there are already some mods that deal with vault tec conduits and the new connectors I was going to bring are already introduced in Sim Settlements.
Also, it's superseded by
Customizable Radiator
this mod does the same thing with more usability as it lets you customize power radius to your choice within the game itself.
If anyone still wants me to update it after this explanation for whatever reason please let me know.
I uninstall with the chem as expected, save, quit, uninstall the mod, then load, check the menu and it's fine, and then save. After this I install the new version which has a different plugin name but all it does is say PCPO is installed immediately followed by PCPO is uninstalled.
I tried ending or resetting the quest before the uninstall save, resetting the quest when reinstalling, and even disabling the plugin but leaving the scripts installed but I can't reinstall another version of PCPO after the uninstallation.
Anyone know about this or have a way to do it? If not I'll just have to keep using the original full version. I like the new radiator better and just want a cleaner menu. Also, the menu is never corrupted or missing during all of this so I didn't forget to use the chem.
Thanks if anyone ever sees this!
The repair sometimes crashes when deleting and replacing wires so the manual method is to first delete all wires and then run the grid repairs and manually fix the wires. If the game crashes when you power off your beacon then it might not help :(
just make sure you place it right on the first attempt or use pylons with lower radius.
having one 20x pylon is sufficient for most of the settelements in fallout 4.
so if you to light everything in the settlement with 1 pylon place 20x in the middle of the settlement.
Also use place anywhere and workshop plus mod so it will be alot easier to place pylons correctly on the first attempt.
But what I found as a workaround way back then, was to move the pylon with place everywhere commands, then do a quick grab and let go to update the cables.
The reason I did this instead of building a second and scrapping the first or disconnecting the wires, is that I usually had more than 10 connections attached to a central pylon and it was more cumbersome to re attach them.
Thank you for your input.
Am I the only one seeing this? I don't think I'd be using a mod that would conflict. I do know that Transfer Settlements wants to fix the power grid every now and then, but this used to not break before.
It's possible it's not this mod or the game though. Is it all passive radius conduits, even newly built ones, or just ones that were previously placed by you or imported by Transfer Settlements?
EDIT: Well, I tried to get my game to run, but I can't get a save to load or a new game to start, so short of undoing years worth of modding and mod merging by reinstalling, I don't think I can get it working. The only updates have been Creation Club AFAIK, so nothing should be wrong with the mod or the game.
Also, what the world REALLY needs, is not larger radius but functional conduits. I haven't downloaded your mod because I really don't want to clutter my workshop menu with all the extra power options, but I really just want something that will overhaul just the conduits. Maybe you can do this?
I just want conduits that I can put on floors AND ceilings and walls. So far, the default conduits only attach to the floor.
Otherwise, a less cluttered power menu option would be fine by me.
Well as far as less cluttered menu it is possible with some scripts and MCM integration but I am not good with codes so it will take some time for me to get it working. and I wont promise anything as of now. cause I already have promised few thing which would take only few hours to get it done and I still haven't done it.
But I am sure I will do it sometime in the future just don't know when.
I use Vertical (Wall-Mounted) Power Conduits and Wall Pass-Through Power Conduits myself, no sense doing the same thing, especially since some of theirs have edited models.
As for menu clutter, it's a scripted menu, so all added items are in their own separate menu within the Power menu, it does not clutter the existing menus for regular pylons and conduits.
I'm wondering if you've looked at bringing out a version which runs with Settlement Menu Manager? That's supposed to clean up menu structures easily / automatically on uninstall, plus has a built-in menu-fixer. (Which has saved my bacon a couple of times.)
https://www.nexusmods.com/fallout4/mods/24204
But because of my college I don't have enough time. If I get time this Christmas I might do it.
although It is very unlikely because of family gatherings. still I will try my best.
Edit: I got it working just need to finish some other stuff and polish and test the mod.
but it won't come before at least next weekend.
I've done manual installation of the scripts to no avail. I use Mod Organizer 2, and it was indeed NOT installing the scripts. I get no message, so for some time, I gave up. But here's the thing. There have been two major parts of my life; in the earlier part, I was a journeyman electrician, and in this later part, I'm a software engineer. The workshop is driving both parts of me nuts; it desperately needs PCPO, and it desperately needs an organized bloody menu structure. I honestly believe at this point that most sadly, PCPO's installer is broken., regardless of what mod manager one is using. Think you can give this a look, please? Oh; I just noticed, you're not the original mod author; do you have the source code availability to fix it?
I've also noticed that there is no "uninstall chem" either; so I'm figuring the installer is definitely busted...
Many thanks,
HerrBaron
Addendum:
The script elements were missing from the section of the fomod installer xml file; I fixed that, but still wasn't getting a message at loading a save. On looking in the CK, I note that the pcpo_menuinstallerscript is only used by the pcpo_menuuninstallerscript, and that script isn't attached to anything at all; hence, the Event Actor.OnPlayerLoadGame(Actor actorref) nor the Event OnQuestInit() nor Event Actor.OnDifficultyChanged(Actor actorref, int aOldDifficulty, int aNewDifficulty) are not going to fire. I t looks like the author had trouble getting events to work here; hence there are both OnPlayerLoadGame and OnQuestInit events that basically do the same thing. The Papyrus log doesn't show anything pertinent when enabled, either. Likewise, there is no quest object for this .esp to which to attach the OnQuestInit event,. Since a script receives events from their parent object, the script will never see that event; it has no parent.
I'm betting that this mod hasn't worked since the author last updated it.
Edit: Ok, I don't know how this happened and I apologize it took so long to fix the problem (I'm honestly surprised so few people have reported this issue). The fomod did not like installing multiple files per option, so I set it up to always install the whole script folder and each option installs the plugin. The SKE plugins do not contain the quest to initialize the scripted menu so they will never run even though the files are there. I have verified the files install and the script runs for the non-SKE files.
The best shot you have is post your request in Forum. Someone might help you regarding those connectors.
Glad you liked the MOD. Thank you very much.