Fallout 4
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cadpnq

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  1. cadpnq
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    Sticky
    I just made a forum post for discussing how you would like MSM to work. Everyone who posted ideas here should give it a look: https://forums.nexusmods.com/index.php?/topic/4937255-modular-settlement-machinery-gameplay-mechanics-discussion/
    1. cadpnq
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      Status update:
      I'm currently writing a prototype of MSM in JavaScript so I can iron out all of the details before trying to do it in Papyrus. Right now all I have is a rough draft of the code that passes resources (water, steam, ...) through a network of the various components. There are a lot of different edge-cases to consider so it has taken some time to decide how I'm going to implement it all. I have a pretty good idea of where I'm going, and with a few days of real work I could have it done and re-implemented in Papyrus. If I have time this weekend I'm going to at least finish the prototype.

      I have done some insanely script-heavy stuff (my 50x30 Game of Life board had to update 1500 cells - and it could do it in ~4 seconds) in the past somewhat successfully, but I hope MSM doesn't end up being more than Papyrus can handle. In order for meltdowns (and a few other dynamic things) to work everything has to be updated every so often. Fingers crossed I can get it done without needing to push the computation into a F4SE plugin...

      A few people have contacted me about creating models/textures for MSM, but so far there isn't anything concrete. If you have the ability and enough time to contribute I'd still like to hear from you.
  2. JimmyRJump
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    Any heads-up on how things are developing, if at all?
    1. cadpnq
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      Completely untouched. Haven't been dedicating much time to modding lately, and the time I have been has been spent on other stuff.

      Thanks for the interest, but at this point I wouldn't hold my breath.
    2. boxerbeast1
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      +1
  3. MCdaCreepah
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    Is this available for XBone on Bethesda.net? I need this Mod to become a real thing. Great ideas, everyone! A few more...

    Pumps. Needs power transfer, either electrical power, mechanical torque or pneumatic. Must have Intake pipe opening in fluid. ie, lake, river or ocean; or "well pipe" piece (for extracting from groundwater) or a container of liquid such as a bucket of paint or a tote of hubflower extract. Provides "x"PSI at output, where "x"= pounds of water pressure in a pipe of equal size at equal volume.

    Pumps can connect to pipes (including size reducers to increase PSI or increase size to reduce PSI.),
    valves,
    flow meters,
    sensors (pollution, radioactivity level, sewage level),
    bio sensors (to detect fauna or flora infesting/clogging a pipe), etc.
    filtration systems and rad scrubbers,
    nozzles and fillers (I want to build a water purification facility with a bottling plant in Sanctuary! Put in empty bottles, output Purified Water! Put in Cardboard, bypass filters and output Dirty Water.),
    additive injection and mixing systems for mass producing chems and beverages,
    Distilleries, for beer and booze production,
    and anything else we can thing of along these lines.

    Pipes (it will need lots of different lengths, diameters, angles, bends, bulkheads, etc.) can connect to:
    tanks (lots of sizes/shapes/types),
    fountain heads,
    sprinkler systems, sprayers (PAINT BOOTHS for Power Armor!),
    hydroponic systems (which need tanks to hold nutrient solutions or fish tanks, called aquaponics, where fish produce waste which provides nutrients for plants),
    toilets, showers and HOT-TUBS! (with a boiler or heater element),
    pools? maybe?
    and whatever else we cook up.

    Need new perk.... Plumber, to unlock parts! (And get a bonus when using Big Jim!)
    Yep. I'm a total f'n nutjob.
    I can't code, I can't model, hell some days I forget my own name... but I can brainstorm. I'm an idea guy. You are building an amazing framework here, PLEASE DON"T GIVE UP ON THIS! Run the idea by some of the other main modders and ask for help. Try to get them to add snapping points and other content to their mods that uses your mod.

    This has to happen.

    And it has to be available on Bethesda.net

    Please.

    Thank you!

    This mod
  4. tanque007
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    I have a problem and they do not appear in the construction menu, do you need any other mod? I refiected in requirements download the one that you put but nothing at all, do you need any planes or something to go out in the menu? Thank you
    1. JimmyRJump
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      Look under Power/Generators or Power/Misc, not Construction.
  5. gus18
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    Is this mod dead?
    1. cadpnq
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      Maybe? I've got a rough prototype of everything written in javascript. Getting it all redone for use in the game wouldn't take me a super long time.

      The issue is artwork.
    2. marcost2
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      Who cares about artwork? Just give us some flunky png from google meanwhile. Something is better than nothing!
  6. sargefan767
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    hey is this mod dead cause it seems like it
    1. Ethreon
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      There's something dead around, but ain't the mod.
    2. cadpnq
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      Less dead and more "not actively under development".

      I can't do the idea justice on my own and I have a lot of other projects that are keeping me busy.
  7. Peiper39
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    I absolutely love the idea of this mod along with all the ideas espoused in the comments below, such as the water wheel powered pumps and hydroelectric generators. Maybe someone could make a place-able dam with added reservoir behind it covering up where the river used to be, then snap the required machinery to the dam to make power? Just a thought. It may be too difficult. However, all of my admiration for this mod aside, the issue I'm having right at this moment is that the machinery doesn't appear under "Power > Misc." or anywhere under the "Power" section at all. I've tried uninstalling and reinstalling the mod several times, but to no avail. Any suggestions as to what I could be doing wrong?
    1. cadpnq
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      Do you have Intelligent Snap Points (http://www.nexusmods.com/fallout4/mods/18785) installed? Not having ISP is the first thing that comes to mind which might be causing the issue. Feel free to PM me your load order and I'll try to help you get it figured out.

      If Fallout had a dynamic water system (variable water level/flow - like in Dwarf Fortress) I would absolutely love to have dams. I can't think of a way to implement them, but you never know. Someone might think of a solution
    2. Peiper39
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      So two things here. First, once I installed ISP the pieces were made available under "Power > Misc."...good deal, right? Second, and here's the catch, once put together and the reactor is activated...it didn't "spin up" and produce power. Any suggestions?
    3. Peiper39
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      Maybe the dam could have a pre-set water level attached to it that simply covers up the original water level? Similar to the "Craftable Castle Walls" mod? (http://www.nexusmods.com/fallout4/mods/18927/?) Only with water textures, rather than wall textures.
    4. Ethreon
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      Water doesn't function that way.
  8. sirnitro
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    This mod is so well done, and so lore friendly. it should of been vanilla!
  9. TwilightOne
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    This is great! I wonder if you could make actual water tanks so that water fills it instead of creating single "purified water" items. That way we could have a volume of water to feed the generators, a volume of water for appliances like sinks that dispense clean water. Those appliances could drain a fixes amout per use or per day. A settler will drain some volume each day etc.

    A hot boiler tank is also nice as a settlement happiness bonus.

    Clean and hot water are luxuries in these lands. ^^
    1. cadpnq
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      I think that tanks should work like that. I'm not sure exactly how it will be handled yet, but there will be pump objects that produce some sort of "flow" value in whatever they're connected to. Some things would consume the volume (like the sinks you mention or a filter that converts dirty water to purified water) and others would pass it through (heat exchangers or a reactor core) and possibly change some property of it (like the amount of heat it carries). Like I said, lots of interesting code to write.

      Mod idea: Immersive Settlement Shitters
      You have to build toilets for your settlers and keep them supplied with enough water to flush regularly. The toilets produce "sewage" which you have to process. Dumping raw sewage or not being able to flush would have a giant negative impact on happiness. ...I'm not sure if that is a joke or not.
    2. TwilightOne
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      Well, CWSS V2.0 already does working toilets and showers so a great deal of the job is already done on that part, now to figuring out when those items are used and a volume of liquid used...

      I'd love to help you with your mod, but I am a novice scripter, I am more of a world builder/navmesher in the CK.

      And as for water tanks, the game already has a big water tank viewable from Red Rocket near Sanctuary, although that maybe kinda big... But there are plenty of meshes in the game that could suit that purpose! ^^

      There is the Laundry Day mod that adds working machines to clean up dirty clothes, though it needs an update. Maybe you could make a different implementation as follows:
      Put cloth item in washer ->Abraxo (Y or N?) / Plain Bar Soap (Y or N)? / Ash Soap (made from animal fat and lye from wood ash etc.) -> Item would take a couple minutes to cycle and would give a bonus when put on depending on soap, water (hot or cold), dryer etc. Needs power. Makes settlements a bit more interactive and such bonuses are really welcome in survival play. Maybe treat water like the power lines, to "connect" items that need it in a network of nodes like the vanilla power, except with water, and straight tubing instead of wires. XD

      I was toying with an idea to add base components. Maybe at some point, a driller item could replace scavenger stations and randomly spawn a rock onto a Contraptions Workshop conveyor belt to be put in a crusher -> smelter to give more components. (Rock -> steel, silicium, small chance of gold, titanium, uranium etc) to actually make working factories and have a massive boost to settlement happiness.

      I'd love to work with you however I can.

      I'm currently drafting an ambitious project that would rethink all the components and their amount in scrap, junk and constructible objects based on real life mass and density. A component would now be a US dram mass, a 1/16 of an ounce. So a pencil would give 1 lead and 1 wood, but weigh realistically as well. A gold bar would weigh a US standard 400 troy-ounce so 439 regular ounces * 16 = 7024 gold component items.

      A purified water item, I believe is a pint of water, so this system actually converts the liquid volume to the actual item natively. Maybe requiring some aluminum to craft the container. ;P

      Concrete would become much rarer, cement =/= concrete. Cement needs water and gravel/sand to make concrete and your mod would add such needed machines to be able to be crafted in good enough quantity. A block of concrete foundation is A LOT of cement, water and steel...

      That would make settlement building an actual pride and a reason why our settlements are different than the rest of the the wood shacks of the commonwealth...


      And anything that adds more depth to the sandbox AI. XD
  10. nikke333
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    Fixed That Problem, But I Still Cannot Activate The Reactor
    1. cadpnq
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      Since the reactor doesn't have proper collision you'll have to activate it by looking at the concrete base it sits on. Also, unless you have everything built you won't see any evidence that the reactor is actually running.
  11. nikke333
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    Help! Can't See The Models When I Spawn Them