Please before posting a problem with thing not working make sure you use the loose script files. Some peoples have issues with *.ba2 packed scripts
Console port request : I'm sorry but I decided to remove all my remaining mods from Bethesda.net since they deleted some for having them tag for console like 4-5 H before the official console mod release. I'm sorry for console player, but I won't put anything back or new on Bethesda.net, you can thanks Bethesda.net site administrators for this. I'm not against console player, I'm against Bethesda.net, If there is a way to make my mods available on console without using Bethesda.net, let me know and I'll be more than happy to do it. Due to some recent pm I received, I thought that maybe the message wasn't clear enough so I'll never upload any of my mods to Bethesda.net, and will NEVER allow them to be uploaded publicly by a 3rd party, so save your time and mine and don't bother to ask, I'll ignore those requests.
Has anyone tested this mod, with the SSK dynamic workshop time mod? (https://www.nexusmods.com/fallout4/mods/29069) That mod adjustes the TimeScale of the game dynamicaly if you are in the workshop or not. I have a susspision this will mess with the clock system. But if anyone else has tested before and it works please let me know.
Wonderful, looks like a charm and it looks lovely! ENDORSED! Also - a protip - if you guys want the clock to stick on the wall - put a small metal or a wooden square floor, make the clock on top of it, close to the wall so it touches it and then save the base in the workshop. That way the clock sticks to the wall!
Nice mod, unfortunately it creates a bug. When implemented there seems some weird things going on with the wiring after awhile. I have to delete the wiring and reconnect because the connection gets "broken" (even if wired the is no currency at the target). It happens to stuff connected to the timed circuit as well as to stuff not connected to the timed circuit (having its own unrelated circuit). Happens only in the settlement where the timer is installed. Have 3 circuits in this settlement. 2 with its own terminal and timer each and one unrelated (classic).
Edit: Seemed like the second timed circuit messed things up. Removing it solved the problem for now. It only occurred when away from settlement btw.
The purpose of this mod is really interesting and this mod is one of those that makes you wonder why a bethesda did not include that in the vanilla game!
But in some tests, I realized a really serious BUG. This MOD can destroy all resources of a settlement if you leave the place just by walking or use fast travel to another place. All settlements that have some settle at ZERO.
The item that causes this problem is the "Timed Power Connector" when powered and connected then any other item
How to check the BUG ?
- Just place a Timed Power Connector in any settlement and then connect to a generator and any other item such as a Streets Light or Spotlight for exemple and go away to another settlement ant this BUG occur.
I hope the author corrects this problem, I love the purpose of this mod
Gives me CTD's in workshop mode after a while, plus I accidentally broke and lost the power menu 'cause I forgot about the holotape for uninstalling... thankfully I found a fix for that on nexus, thank god!
Any ideas on why this is giving CTD's in workshop mode?
Maybe something in your script not fully compatible with my game?
Oh and the nixie clock idea... GREAT idea, btw! KEWL!
40 comments
Console port request :
I'm sorry but I decided to remove all my remaining mods from Bethesda.net since they deleted some for having them tag for console like 4-5 H before the official console mod release.
I'm sorry for console player, but I won't put anything back or new on Bethesda.net, you can thanks Bethesda.net site administrators for this.
I'm not against console player, I'm against Bethesda.net, If there is a way to make my mods available on console without using Bethesda.net, let me know and I'll be more than happy to do it.
Due to some recent pm I received, I thought that maybe the message wasn't clear enough so I'll never upload any of my mods to Bethesda.net, and will NEVER allow them to be uploaded publicly by a 3rd party, so save your time and mine and don't bother to ask, I'll ignore those requests.
Edit: Seemed like the second timed circuit messed things up. Removing it solved the problem for now. It only occurred when away from settlement btw.
https://www.youtube.com/watch?v=dD_BTXIHqO4
Thanks Akaman!
But in some tests, I realized a really serious BUG. This MOD can destroy all resources of a settlement if you leave the place just by walking or use fast travel to another place. All settlements that have some settle at ZERO.
The item that causes this problem is the "Timed Power Connector" when powered and connected then any other item
How to check the BUG ?
- Just place a Timed Power Connector in any settlement and then connect to a generator and any other item such as a Streets Light or Spotlight for exemple and go away to another settlement ant this BUG occur.
I hope the author corrects this problem, I love the purpose of this mod
Any ideas on why this is giving CTD's in workshop mode?
Maybe something in your script not fully compatible with my game?
Oh and the nixie clock idea... GREAT idea, btw! KEWL!