Fallout 4

File information

Last updated

Original upload

Created by

innov4tor

Uploaded by

innov4tor

Virus scan

Safe to use

113 comments

  1. innov4tor
    innov4tor
    • member
    • 36 kudos
    Locked
    Sticky
    I am very busy lately,
    so I apologize for not replying sooner or not at all.
    This also means fixes/changes to my mods may take some time.

    Enjoy the mods.
  2. innov4tor
    innov4tor
    • member
    • 36 kudos
    Locked
    Sticky
    Hello,

    I finally got some free time to look at the mod Sim Settlements 2 not supporting this mod. Do the following as workaround:

    Place the Sim plot, store the power pole attached to the plot in the workshop then place it again on the plot. This will trigger this mod "Power it Wireless" dialog. 
    From my limited testing you shouldn't have any issues doing this.

    You can find the pole in SS2 workshop menu under "Power".

    Have fun.

    Edit: When you move a Sim plot, SS2 resets the power connection. Repeat the above process after move.
  3. DevilishDave
    DevilishDave
    • member
    • 0 kudos
    First, I LOVE this mod, and it will be a forever one for me.

    However, I have been having a recurring issue in Sanctuary, and I'm not sure what I need to do to address it.  I have 999 Power with one PDT on the roof the house across the street from the Sole Survivor's house.  I have set up PDB's all over Sanctuary.  I have a three story Vault building by the bridge, and a four story warehouse at the roundabout circle.

    However, I keep having powered objects that I have placed successfully suddenly have the lighting bolt turn red, even though my Turrets still function.  The vanilla yellow Industrial Wall Light will have a small yellow glow around the bulb, but not provide the much brighter fully powered light.  Yet, other objects like Neon letters will glow despite them also displaying a red lightning bolt.  In fact, it seems that about 90% of the Powered objects in my Settlement appear to be functioning but still show the red lighting bolt.

    I set up a second PDT at the warehouse and built a Generator for it, but none of the nearby PDB's connect to it, and if I create new ones, they are also remain unpowered.
     
    I had to build a Generator for my Water Purifier a few months back because despite putting a PDB and then a Power Conduit right next to it using wireless, the power would fail after I left and came back.

    I did start the Settlement with some wired power, but I stripped all of that once I installed your mod.

    I'm really hoping that I don't have to strip/scrap everything and start over, but I don't know what else is left to try.

    Thanks very much!
    1. innov4tor
      innov4tor
      • member
      • 36 kudos
      Hi,

      For the Water Purifier issue,  if you put down a pylon or other connector, power THAT wireless, and then run a wire from it to the Purifier, everything should stay connected and powered. This is one of those rare objects that handle power in a specific way and require a wire connected to it for its scripts to work properly. I may look in to this issue in the future.

      The red bolt power indicators generally means not enough power. Make sure all your generators are wired to the Power Distribution Tower.
      If the powered objects still function even with the red bolt, it may just be a visual bug in the HUD.

      Do you have other mods related to electricity or workshops in general? For example, mod that adds new power generators or modifies how workshops function?
      Does this only happen at this specific settlement?

      This thread may be related to your issue: https://steamcommunity.com/app/377160/discussions/0/3455968685001574590/

      Thanks.
  4. Gecko347
    Gecko347
    • member
    • 0 kudos
    I'm getting the dreaded "requires F4SE 0.4.2 or higher" message if I use the mod with an existing saved game.  The mod works fine with a new game.  The problem is that I don't want to throw away the 200+ hours of progress I have in my current game.

    I believe F4SE is installed correctly.  The exe and dll are in the Fallout4 folder.  The Data\Scripts\*.pex from the zip are in the Fallout4 folder as well.  And as mentioned above, the Mass Fusion mod works properly in a new game.

    • F4SE Version: 0.6.23
    • Game Version: 1.10.163.0 (from Steam)
    • Problem on saved game only, new game is ok
    • Using MO2 v2.5.0
    • Reduced mod list: UFO4P, HUD Framework, MCM, Mass Fusion Wonder Power, Better Settlers, Ponytail Hairstyles, Eli's Armour Compendium

    I hope this helps you find a solution.  The way you've implemented wireless power seems a lot better than the alternatives and the two wire glitch is annoying to trigger.  Maybe that's the problem... I have a few switched junction boxes that I write glitched before I got into mods.
    1. innov4tor
      innov4tor
      • member
      • 36 kudos
      Hi,

      Are you using the same MO2 setup to run the game when creating the New Game and Loading the existing save?

      Load the save-game then check this  mod logs by opening the following log file:
      <...>\Documents\My Games\Fallout4\Logs\Script\User\MFWP_ParentQuestScript.0.log

      (If file doesn't exist you need to enable script logging in Fallout4.ini file.)

      Search for a line with text similar to this one: "RunMaintenance() MFWPRequiredF4SEVersion=4 f4seVersion = XX".

      f4seversion value should be higher than MFWPRequiredF4SEVersion.
      If this is not true, check that MO2 is not using a older version of F4SE or that it is loading the F4SE scripts files in the right folder path.

      Are there any errors in the log file?
      You may also want to check F4SE log files for any error.

      Have fun.
    2. Gecko347
      Gecko347
      • member
      • 0 kudos
      Yes, given the mods were installed using MO2, the only way to get them to run is to launch with MO2.  I am specifically starting the game using the f4se_loader.exe. I am happy to answer any question you have or to collect any logs.  I realize that debugging something is hard unless you have logs or can reproduce the issue.

      I'll collect the information you requested.
  5. Aeromoth
    Aeromoth
    • supporter
    • 0 kudos
    I am currently doing a Castle build using this mod. I am running into a problem that I literally cannot correct. In the past with other settlement builds using this mod I have had multiple guns and lights. Yet here if I get 8 guns and an equal number of spotlights to work, 8 more simply stop working. I have built beyond enough extra power. (The settlement is currently  sitting at 400 power for the love of God!) I have just in case, made sure that I have the little power repeaters within a couple of feet for every new gun implacement. I have built extra power pole type units and connected them to new generators. Nothing is helping. 

    I am well below the build limit in game. I have insane amounts of power. I have the little repeater units close enough to be outright silly. Yet it is literally case of once I get 8 or so guns with a equal number of spotlights, no others will work. If I do monkey fart the new ones into working, the others simply stop working. Is there some sort hard limit to the number of items that this mod will power wirelessly? If so is it possible to edit it in FO4 Edit? Any help here would be appreciated. I have in general loved using this mod. But as of this moment I am hitting a wall that I am unable to get beyond. I am hoping that you may be able to help.

    Thank you again for your time. If it is just a unbeatable hard limit, I have still gotten a lot of use out of this mod. Maybe you would know of another mod for getting around this limit if it is the case.
    1. innov4tor
      innov4tor
      • member
      • 36 kudos
      Hi,
      There are no hard limits. You can power as many objects as your game can handle.

      Are you building your settlement in Spectacle island? If you are, that is the cause of your power shortages. Spectacle island is divided in multiple cells, you need to distribute the generators around. You can google for problems/solutions for settlements in that island. I think there are other settlements with same issue, can't remember.
      To test if it is a cell/distance problem place many turrets close to the generators, if they all work you got your answer :)

      Have fun.
    2. Aeromoth
      Aeromoth
      • supporter
      • 0 kudos
      First off, thank you so much for your fast reply. It sadly is very rare to see a mod author support their work. Now into the meat of the issue as it where. I am actually doing a castle build. (as in the actual location with that name in game) I do use a mod overhaul for the location. To be exact "Independence Resurrected - Castle Overhaul by Madrox." At first I also believed that it was a cell issue (to be exact I assumed it was dead cells) with this overhaul. But the problem was that It did not consistanly behave as such. To make sure that I am being clear let me give you a step by step of what occurs.

      1) I place guns and spotlights in multiple locations and distances. Up to a certain point everything functions normally. (I have literally found no spot that simply acts like a dead zone in it's own right) It functions great unitl roughly until around the 16 or so object mark.
      2) Roughly around the 16 or so object mark the turrets simply stop powering up. I have literally placed the generator in the same building and the repeater within a couple of feet of the turret. (My apologies it's early A.M. here and my mind isn't remembering your chosen title for them.) Yet still no response.
      3) This is where it gets goofy. If I then say cross the courtyard and place a new gun anywhere it powers up normally. But one of the other turrets will cease functioning. The turret can long distances from the repeater. Yet the one right next to it will then power down.
      4) Scrapping and replacing the powerless turret  has no effect. It is literally operating like I am face some sort of hard object limit. The actual location does not even seem to matter.
      5) I can literally place 4 objects powered by the system in a location and have them work famously. But after a certain number it goes wonky. I can at times (if I go far enough away) get another turret to power up. But it always results in another powering down. 

      I will take yet another shot and maybe to avoid ridiculous power rating use smaller generators. Since I assumed it was a power shortage and, I shot the settlement up to 400 power. As I stated before I am within the settlement object limit. So that shouldn't be the issue. I will also pop into Madrox's discord. Like yourself self he's a pretty decent egg. But at this point in all truth I'm stumped. I spent roughly an hour yesterday farting around with it before I let it go and spent time with my wife instead. Hopefully something I do this time nets better results.

      Hopefully this time I explained the problem clearly. Like I said even if it becomes a dead end for this location, defintely thank you for your time and effort. I have gotten tons of use out of this mod. I also (though I don't publish them) make mods for my own personal use. (mainly asthetic stuff. outfits and such) So I really do appreciate the amount of time doing even the most simple sounding mod can take. I will update you after some testing and hopefully getting a hold of Madrox. Have a great day and thanks again.
  6. Aeromoth
    Aeromoth
    • supporter
    • 0 kudos
    I seriously can't thank you enough for your work here! I'd offer to have your love child. But I'm pretty sure my wife wouldn't approve. (ROFLMAO) This mod was a serious life saver. Add to it that it actually looks cool in game.

    I'd driven myself bonky looking for a wireless power mod. Lord I had to have at least have tried six of them. All of them promised the sun and the moon and, did donk diddly shit. I was beginning to think there simply weren't any that actually did what they offered. This mod is both simple and elegant. It literally captures the old school values of engineering.

    As a person who uses overhauls for settlments this is going to be indispensable. Most do an amazing job of building a better location. But a horrible job of setting it up to be wired. Now I need not bother. You my friend are a true gem!
  7. Lucarioyo
    Lucarioyo
    • member
    • 1 kudos
    dang. this won't work with lights that have been modded to become brighter from other mods. really unfortunate. 
    1. innov4tor
      innov4tor
      • member
      • 36 kudos
      Hi.
      More info would be helpful to others like what specific mods you referring to.

      A quick nexus search reveals that most mods that increase brightness of lights also converts them to not use power wires, i.e, they are powered by radiation. You need to place a power radiator nearby to power them, for example a pylon or a power connector.

      This mod only works for objects that normally require a wire to receive power.

      Have fun.
    2. Lucarioyo
      Lucarioyo
      • member
      • 1 kudos
      they do require wire, and I am referring to these mods that I use, when I place the brightened up lights I don't get the menu option when I have all of it set up. For other lights I get the menu option, but not the modded ones.

      https://www.nexusmods.com/fallout4/mods/16866 

      https://www.nexusmods.com/fallout4/mods/2494
    3. innov4tor
      innov4tor
      • member
      • 36 kudos
      Hi.

      I installed both mods you listed and did a quick test and every light I tested worked as expected.
      When placing spotlight and construction light the menu to power it wireless shows and works.

      Passive lights, like disco light, power up when I place a power connector nearby and power it wireless.

      You may have some other mod conflict.

      I stress again that this mod only shows for lights that require a wire to work.

      Have fun.
    4. Lucarioyo
      Lucarioyo
      • member
      • 1 kudos
      Ah I thought that you meant that they require wire connections by the connectors that you have to make along the lights. The only mod I saw for wireless for those kinds of lights seem to have bugs and are horribly out dated. I grabbed this mod thinking it applied to all lights. really unfortunate. 
    5. innov4tor
      innov4tor
      • member
      • 36 kudos
      You may want to try the mod Customizable Radiator. You can increase the effect radius to cover your entire settlement if you don't want to place several of them.
    6. Lucarioyo
      Lucarioyo
      • member
      • 1 kudos
      I'll give it a try. hopefully it won't hit the performance thanks. 
  8. runestyr
    runestyr
    • premium
    • 7 kudos
    I was really looking forward to using this mod to replace 2 or 3 other settlement-power mods, because it solves a lot of wiring issues from the vanilla game in one mod. But when I fired it up I discovered that I need Science 4 to build the tower. That information would have been a little more useful to me before downloading the mod. 
    ?
    ?
    So I will use the Cheat Terminal to give myself Science 4...easier than modding the mod in CK and have Vortex complaining about that. At that point I can get back to enjoying the many conveniences this mod provides.

    Update:  I'm good now, after the cheat. There is a glowing blue square around the lights on the wireless tower, depending on my distance from it, but that's hardly worth mentioning. In summary, it's a great mod, but I do suggest a lower science requirement than 4.
    1. PhoenixKnight13
      PhoenixKnight13
      • member
      • 19 kudos
      It's just as easy to open this mod in FO4Edit and click the dropdown box under Conditions for the perk requirement to change it, or remove the Conditions entry altogether -
      Constructible Object -> ItemYouWantToModify -> Conditions/Condition#/CTDA

      Takes like 10 seconds to make this edit.
      Also for immersion sake science 4 is exactly where this should be... limitless wifi power akin to Tesla's inventions is an equivalent venture to teleportation when it comes to understanding science and physics.
    2. Gunrunner66
      Gunrunner66
      • member
      • 8 kudos
      ...except that by the time you've got Science 4, you've already built - and wired - a dozen settlements, and need to go back and repower the lot.
      Muh'Merzon, I get it, but I'll go with the Cool Factor instead and make the Xedit tweak.

      Edit:  Works flawlessly, on virtually everything.  The only exception I've come across is the Radio Freedom transmitter, which still insists on being wired.  Caps to sweetrolls, because it's already emplaced and thus does not trigger the menu.

      Heartily endorsed, go DL this now!
  9. PhoenixKnight13
    PhoenixKnight13
    • member
    • 19 kudos
    This is the only wireless power mod you will ever need, period. Works with every type of modded generator, switch, powered whatever-the-eff you want to use it on. The only exception I've found are the teleporters from Immersive Teleportation 2; for some reason the teleport pads (both wifi and wired variants) still need a wifi-powered switch in-range or wired power source, trying to use the 'power wirelessly' option on placement from this mod will leave them unpowered (probably something to do with the scripting of that mod).

    Absolutely amazing functionality here, works great with all the miniature generators (fuseboxes etc) from various mods in addition to all vanilla items.
  10. DevilishDave
    DevilishDave
    • member
    • 0 kudos
    LOVE THIS MOD.

    LOVE IT.

    Took me a little fiddling to figure out how the tower and the transmitters work, but HOT DAMN, the END OF WIRES!

    I did need to upgrade my F4SE, so I appreciated the challenge of getting that done and the security of knowing that's handled for a while.

    I only have one question, once I have a tower and transmitter built and connected to Power in a Settlement already abundant in wired objects, would I need to store those objects on the Workshop and then place them again to achieve wireless power?

    I just want to assess how much work that's going to be as I have a church in Sanctuary that's CHOKED with lights and I want to know if I'll have to live with some wires because redoing the interior would probably take an entire day.

    Again, BRILLIANT mod and one that will be in my Load Order as long as I play this game!
  11. MrAlexKing96
    MrAlexKing96
    • member
    • 8 kudos
    Have this issue that is driving me nuts, everytime i come back to Spectacle island, all radiant power just stop working, like the vanilla conduit that i pick wireless option just stop working, the tower also not working, the generator ( i use those from SOE) is fine, it didnt broke, i have to re-wire everything, the worst part is that the conduit didnt even work even if i wire it directly to a generator, have to store it then re-place it again for it to start working, it like everytime i go back to a settlement, i have to store and re-place every single power conduit for radiant or even wire lights and water  /machine stuff/even SS2 plot to have power again, it so friggin tedious.
  12. 2003sub
    2003sub
    • member
    • 0 kudos
    Says f4se is not running and mod won't install. I'm using vortex to manage mods. F4 is started using F4SE_loader. Using getf4seversion in console reveals "F4SE version 0.6.23, release idx 25, runtime 010a0a30". Place Everywhere is working correctly. What could be wrong?