Correctly pulls from the workshop inventory, but the terminal doesn't work properly. None of the options actually "do" anything—even the baked-in fire rate menu—and half of one of the menus simply doesn't display anything but "[ " for several lines.
Shame, really, because it would be fantastic if this worked. FO4Edit shows no conflicts whatosever, so there seems to be an issue with the scripts, but I'm out of editing practice since the Morrowind days.
This is awesome for the fact alone that my fireworks finally work. For the longest time I couldn't get my fireworks launchers to launch, probably because of other mods that messed with the workbench and they were too important to take out. But with this mod, I can finally launch my fireworks and it's new and improved too. Thanks for this great mod.
Not to invalidate anyone elses experiences, but these work flawlessly for me and my uses so far...just tested it and its working, all the stuffs there, endorsed
Hi, thanks for the mod, I love the idea. But I can't get it working. Like dragonslayer2k12 I do not get the pop-up screens when I use the terminal, just the normal terminal interface.
As an experiment I built a small generator, an advanced mortar and a terminal completely separate from the settlement's main grid. Wired the terminal directly to the mortar. I get the options on the terminal screen, but my changes don't seem to be registering. I put some shells in the workshop - the mortar does recognise those - and set a basic command to fire one shell when population > 1, pushed both the condition and the sequence to the mortar, and nothing happened.
If it's a mod conflict (189 and counting) I might just have to live without this one, my game is too entangled to start uninstalling stuff. Wouldn't know where to begin even testing for conflicts at this point.
I'm keeping this installed and under observation 'cos I'd love to get it working. I've been building at Finch Farm and would really like to configure a big fireworks middle-finger to the boys at Saugus and the Auto-Wreckers, just to let them know I'm watching ^_^
Not sure why Wellspoken is ignoring you and dragonslayer, but I'll add a third voice: there's a bug/conflict going on here.
I, too, installed on a dedicated circuit: 1 power generator, one mortar, one advanced firework terminal; nothing else connected. I get the AF options ... sort of.
The first there settings are BLANK and do nothing. I can't set a sequence: there's sequence option, but nothing I do "sticks" or actually adds any option to the sequence or even selects a sequence name ... it's like the first level of menu options is available, sort of, but few of them actually work.
Which is a real real bummer ... I really wanted these improved fireworks.
how this infinite ammo works everytime it's start to work i see tons of shell under the mortars it's duplicate the ammo our i'm making a huge mistake in my configs thanks
To fix the problem of piled up shells I put the mortars in the middle of a 4x4 square, removed the floor they were on leaving them floating, then stuck a hopper leading to a workshop storage machine under neath. No more piles and it looks like a firework factory.
For some reason the advanced firework terminal won't work. I have it connected to the advanced Firework mortar and I can't make a barrage sequence. I uninstalled every mod I had except for that one and it still doesn't work
30 comments
Shame, really, because it would be fantastic if this worked. FO4Edit shows no conflicts whatosever, so there seems to be an issue with the scripts, but I'm out of editing practice since the Morrowind days.
As an experiment I built a small generator, an advanced mortar and a terminal completely separate from the settlement's main grid. Wired the terminal directly to the mortar. I get the options on the terminal screen, but my changes don't seem to be registering. I put some shells in the workshop - the mortar does recognise those - and set a basic command to fire one shell when population > 1, pushed both the condition and the sequence to the mortar, and nothing happened.
If it's a mod conflict (189 and counting) I might just have to live without this one, my game is too entangled to start uninstalling stuff. Wouldn't know where to begin even testing for conflicts at this point.
I'm keeping this installed and under observation 'cos I'd love to get it working. I've been building at Finch Farm and would really like to configure a big fireworks middle-finger to the boys at Saugus and the Auto-Wreckers, just to let them know I'm watching ^_^
Thanks!
I, too, installed on a dedicated circuit: 1 power generator, one mortar, one advanced firework terminal; nothing else connected. I get the AF options ... sort of.
The first there settings are BLANK and do nothing.
I can't set a sequence: there's sequence option, but nothing I do "sticks" or actually adds any option to the sequence or even selects a sequence name ... it's like the first level of menu options is available, sort of, but few of them actually work.
Which is a real real bummer ... I really wanted these improved fireworks.
it's duplicate the ammo our i'm making a huge mistake in my configs
thanks