Does the Sim Settlements patch work for SS2? I know it's from before SS2 came out, but I imagine there are similarities with keywords and such between the original and new one.
I had this exact same question. Even if it's not though, it will still more or less work. SS2 already has a method for dealing with resource items that it doesn't know, like solar panels. For every 1 power or water it generates, it costs 1 cap per day. That's still a lot cheaper than the virtual resource maintenance that gas generators need (like oil, screws, etc), but that's not a bad trade off for a solar panel that's locked behind a Science 3 perk and requires a bunch of copper and aluminum to make. It makes the solar panels harder to get access to and more expensive to build, but also cheaper to maintain, which is exactly how solar panels IRL work.
Awesome. Silent energy, perfect for a cozy hang-out spot at Red Rocket or near the beach, where you don't want to be bothered by a humming generator. Much obliged and endorsed. Great mod.
Looks & works great. One word of caution in case anyone else is as dumb as I was - if you have the game installed on two different computers, make sure you install the same file (esp or esl) on both computers. Although the panels look & act the same, the game does not recognize them as the same mod & keeps deleting the solar panels each time you switch computers
I cant seem to get the mod to work, when its active I get a CTD with this warning 'CreateTexture2DWarning.cpp(60): [critical] A call to ID3D11Device::CreateTexture2D failed with error code 0x80070057' or a black screen. Am I doing something wrong?
I have this error as well, and I do not believe it is user error. I do see some materials/textures in the file that likely shouldn't be there (vanilla replacement stuff). I might take a closer look to see what all actually needs to be in there (new assets).
There's a screenshot in the images tab... You know, the acid was left last on the list 'cause you don't want to take it BEFORE the job is finished, right?
Can you make a version that doesn't require science 3? I have a different Solar Panel mod that has normal "industrial" solar panels that don't require such a high perk level.
Personally, I agree with the mod author. Solar energy was never researched in the Fallout universe, or if it was, it was done on a very rudimentary level due to miniature fusion reactors small enough to fit into cars. You are, in essence, inventing a new form of power here, so having high science makes sense.
usually, I would agree with you but when solar technology is so advanced it can be focused and then beamed to an orbital satellite, even in places that aren't in deserts or near the equator would be pretty well versed in the technology.
Always love to argue interpretations of lore but in this case there is a simpler answer.
First you want to download FO4Edit from https://www.nexusmods.com/fallout4/mods/2737/?tab=files. The screenshots make it look insanely complicated but I promise you it isn't. Or more accurately; what you want to do isn't complicated. Extract the files to your Fallout 4 game directory. By default this will be located at C:\Program Files (x86)\Steam\steamapps\common\Fallout 4. If you put it somewhere else then that's where you should put the FO4Edit files. Once its in place you will want to launch FO4Edit.
The first window will show you every mod you have installed with each selected. You will want to right click here and choose "select none". Type the word "solar" in the filter field so you can find the mod quickly then ensure it has an 'x' in the box. Select 'OK".
Click on the "+" sign in front of the mod to expand the list. You want the 'Constructible Object' functions of the mod. This is where you are going to make the change. Select the constructible item in the left column and in the right column find the 'Conditions' field. Click the plus sign to expand the conditions and find the specific condition you want to change. In this case its going to be the 'Perk' condition.
Left click on the 'Perk' line to select it then right click and select 'Edit'. As a good habit, in the edit window do NOT change anything except the 8-digit perk number itself. You will want to change the number 000264db (Science 3) to 000264d9 (Science 1) or 000264da (Science 2) as you prefer. Then select 'OK'. The field comment to should update to show the perk you told it to use.
Now press the Ctrl + S key to save your change and exit FO4Edit.
If you use Vortex you will get a warning the next time you launch that a file has been changed outside of Vortex. This isn't an issue, its exactly what you did, so you will want to tell Vortex to use the newest version, i.e. the file with your change. Once you go back into your game your should be able to construct the solar panel with whatever perk you chose.
Science 3 seems right to me - remember, it's not how old tech is but the fact you're supposedly building one from scratch out of junk. None of you have a problem with higher gun nut levels just to stick a better stock or magazine etc on a gun. Solar panels from scratch should be hard.
Can someone pls explain ESP flagged ESL's? Is that the same thing as an ESL flagged ESP? What are they for? Can I use them if I'm running an older game version? Seems like a new thing that doesn't make much sense to me, if ESL's don't count in load order anyway
I think the only thing that broke the game is the user And I can say that cuse I used them in all my settlements the last ~2500hrs I played. That with ~250 mods of them there is ~50 build mods. I just put some on a roof, see pic.
Spoiler:
Show
So NO, nothing is broken, U must done something wrong somewhere in/with Ur save/MM
You are correct, i didnt know about the esp limit for fallout 4, I was rash and was lashing out. I'm in a low point right now and when this happened to be the mod that went over the limit I lost it. My settlement building projects have been giving me something to do so I'm very overly invested. That doesn't justify lashing out and I sincerely apologize to the creator. It frustrates me to see myself produce the same useless rage that plauges sites like this.
40 comments
4 STEEL
10 COPPER
5 ALUMINUM
2 GLASS
1 ACID
It makes sense that the technology wouldn’t be widespread. Thus making it difficult to acquire and use.
First you want to download FO4Edit from https://www.nexusmods.com/fallout4/mods/2737/?tab=files. The screenshots make it look insanely complicated but I promise you it isn't. Or more accurately; what you want to do isn't complicated. Extract the files to your Fallout 4 game directory. By default this will be located at C:\Program Files (x86)\Steam\steamapps\common\Fallout 4. If you put it somewhere else then that's where you should put the FO4Edit files. Once its in place you will want to launch FO4Edit.
The first window will show you every mod you have installed with each selected. You will want to right click here and choose "select none". Type the word "solar" in the filter field so you can find the mod quickly then ensure it has an 'x' in the box. Select 'OK".
Click on the "+" sign in front of the mod to expand the list. You want the 'Constructible Object' functions of the mod. This is where you are going to make the change. Select the constructible item in the left column and in the right column find the 'Conditions' field. Click the plus sign to expand the conditions and find the specific condition you want to change. In this case its going to be the 'Perk' condition.
Left click on the 'Perk' line to select it then right click and select 'Edit'. As a good habit, in the edit window do NOT change anything except the 8-digit perk number itself. You will want to change the number 000264db (Science 3) to 000264d9 (Science 1) or 000264da (Science 2) as you prefer. Then select 'OK'. The field comment to should update to show the perk you told it to use.
Now press the Ctrl + S key to save your change and exit FO4Edit.
If you use Vortex you will get a warning the next time you launch that a file has been changed outside of Vortex. This isn't an issue, its exactly what you did, so you will want to tell Vortex to use the newest version, i.e. the file with your change. Once you go back into your game your should be able to construct the solar panel with whatever perk you chose.
Happy gaming.
And I can say that cuse I used them in all my settlements the last ~2500hrs I played.
That with ~250 mods of them there is ~50 build mods.
I just put some on a roof, see pic.
So NO, nothing is broken, U must done something wrong somewhere in/with Ur save/MM