On first install this mod didn't work. Opened in CK and you can see that the new pylon is a copy one of the existing pylons with extended the range. The current version of the game, pylon objects have a script that is called that is not included in this mod that probably was added by Bethesda after this mod was created. For my own use I merely edited one of the existing pylons to change the distance. At the same time, I added the game pylon script to this mod's pylon ("Additional Pylon"). Saved/pushed plugin to PC and both pylons work fine in-game.
Mod works fine. Just correct the load order by putting it somewhere near the last mods. Example at load order 29 It didn't work for me. When I put it in load position 133 of 142 it worked just fine.
I have been using this mod since it first came out. Still works great. I put this mod with my other workshop tweaks like DD_all_in_one_enhanced_build_limit and it works fine. These go above power armors and weapons at the bottom of the load order.
only if you have a lot of power needing stuff in settlement (like light bulbs) and touch this thing... i recommend to search for a place where it stands for eternity, and never touch it again^^
If you feel that you have to move it DON'T. It is better if you scrap it. Then pace the new one EXACTLY where you want it. I have a beast of a system and the FPS drops to 4 if I try and move these power everywhere pylons.
Hopefully I'm not too late to alleviate your pain. Since these types of mods seem to have all gone the way of the dinosaur another author and I got together and built our own from scratch with more options, DLC support for Contraptions Workshop, and a script-added settlement menu so there is no alteration of any vanilla menus. The high-radius pylons will still make your PC scream if you move them (there's a reason Bethesda made them so pathetic) but we've finally got it as bug-free as humanly possible.
74 comments
Power Conduits and Pylons Overhaul (SKE Available)
Test it before you keep it.