I see 10 power in Taffington in workshop mode, yet anything plugged to the power node isn't powered. Am I doing something wrong ? (I managed to get the one at red rocket working just fine)
EDIT : Hovering over the power node in Taffington, it doesn't show that it outputs power.. I don't get it. EDIT 2 : Found out why I had this issue, there are actually two plugs in Taffington, and one of them doesn't do anything, for some reason (or if it does, I'm not sure what)
Hmm, it would appear this mod doesnt play well with "Scrap Everything". Even using the spring cleaning compatibility patch after this in the mod load doesnt work, and it adds back all the trash and junk to affected settlements.
There's no reason they wouldn't be compatible - this mod adds the power lines by itself, it doesn't change any vanilla records. Put further up than SE and the lines will be accessible without problem, while allowing SE to override the settlement's cell records with its own, which erase the precombines and allows scrapping.
Edit: Found it; a conduit in the building above the emergency light. However, I cannot interact with it. I find that if I scrap the two wires that run from the conduit to the emergency light, I can interact with the conduit. Seems those wires are in the way (and aren't really necessary anyway).
Ok, I need some clarity on this. Does this connect these settlements to an already active and working municipal power grid, or does this allow sharing power between settlements, much like supply lines share food and water?
Functionally, it just adds an item(s) to the settlement that produces power. Basically the same way the power in the Diamond city's player home works.
Ok, I need some clarity on this. Does this connect these settlements to an already active and working municipal power grid, or does this allow sharing power between settlements, much like supply lines share food and water?
Seems this mod is incompatable with spring cleaning, as it reset off the stuff I had cleaned with it. Might not be the same from a fresh game though, will ahve to look.
Getting up to the connectors at Abernathy Farm isn't the problem. Getting the power down is, though.
I just fast-travelled to all my settlements and looked where else pre-war power could make sense. In some cases I followed the overland powerlines and looked if something else connected to them has light.
- Bunker Hill: they have electric light, a lot of it. - County Crossing: same powergrid as Med-Tek Research, which has light - Covenant: Has lights and powerlines from the same grid as Taffington Boathouse - Croup Manor: In the basement, there are wires with sparks coming from them in a wall. Might be an underground powerline leading to the house there. - Egret Tours Marina: has one powerline post and one functional electric light - Hangman's Alley: there are powerlines crisscrossing overhead - Starlight Drive-In: has one powerline post in the buildable area. Connected to probably the most complicated grid I investigated, which also connects to the Drumlin Diner nearby and all the way up to General Atomics Galleria. I think it's safe to assume that this one has power. - Taffington Boathouse: wires run to Medford Hospital, which has power. - Kingsport Lighthouse: The lighthouse itself has power, but I have no idea where that might come from. Put a conduit on it's base somewhere and say it's an underground powerline?
The line from Red Rocket seems to connect to the Municipial Plutonium Wells in Concord, btw. I suppose these things are powerplants, after all.
DLC settlements: - The Mechanist's Lair: It's a factory which the mechanist got operational, there are parts moving, computers working, etc - Nuka-World Red Rocket: you need to turn on the power before you can even use it, even if the power lines don't really connect to it.
Good job following those powerlines, I may add them in the next version (+ the slog) but not Hangmann's Alley, the powerline leads nowhere and I couldn't find something powered.
If you have problems getting the power down at Abernathy Farm you can use this mod: Longer Power Lines http://www.nexusmods.com/fallout4/mods/2241/?
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Am I doing something wrong ? (I managed to get the one at red rocket working just fine)
EDIT : Hovering over the power node in Taffington, it doesn't show that it outputs power.. I don't get it.
EDIT 2 : Found out why I had this issue, there are actually two plugs in Taffington, and one of them doesn't do anything, for some reason (or if it does, I'm not sure what)
Edit: Found it; a conduit in the building above the emergency light. However, I cannot interact with it. I find that if I scrap the two wires that run from the conduit to the emergency light, I can interact with the conduit. Seems those wires are in the way (and aren't really necessary anyway).
Functionally, it just adds an item(s) to the settlement that produces power. Basically the same way the power in the Diamond city's player home works.
Some are a little hard to find though.
Might not be the same from a fresh game though, will ahve to look.
otherwise looks good.
I assumed it was this because it edited settlements and the other one didn't.
I just fast-travelled to all my settlements and looked where else pre-war power could make sense.
In some cases I followed the overland powerlines and looked if something else connected to them has light.
- Bunker Hill: they have electric light, a lot of it.
- County Crossing: same powergrid as Med-Tek Research, which has light
- Covenant: Has lights and powerlines from the same grid as Taffington Boathouse
- Croup Manor: In the basement, there are wires with sparks coming from them in a wall. Might be an underground powerline leading to the house there.
- Egret Tours Marina: has one powerline post and one functional electric light
- Hangman's Alley: there are powerlines crisscrossing overhead
- Starlight Drive-In: has one powerline post in the buildable area. Connected to probably the most complicated grid I investigated, which also connects to the Drumlin Diner nearby and all the way up to General Atomics Galleria. I think it's safe to assume that this one has power.
- Taffington Boathouse: wires run to Medford Hospital, which has power.
- Kingsport Lighthouse: The lighthouse itself has power, but I have no idea where that might come from. Put a conduit on it's base somewhere and say it's an underground powerline?
The line from Red Rocket seems to connect to the Municipial Plutonium Wells in Concord, btw. I suppose these things are powerplants, after all.
DLC settlements:
- The Mechanist's Lair: It's a factory which the mechanist got operational, there are parts moving, computers working, etc
- Nuka-World Red Rocket: you need to turn on the power before you can even use it, even if the power lines don't really connect to it.
If you have problems getting the power down at Abernathy Farm you can use this mod:
Longer Power Lines http://www.nexusmods.com/fallout4/mods/2241/?