Fallout 4

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mrBun

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  1. mauvecloud
    mauvecloud
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    I tried to use this, but ran into some problems:
    1. "Power Conduits and Pylons Overhaul.esp" was still listed as missing even after downloading the mod linked from the requirements (filename is "Power Conduits and Pylons - Increased Radius.esp" or "Power Conduits and Pylons - Increased Radius x3.esp" depending on which variation I download. I deliberately held off on downloading "DD_All_the_COncrete.esp" after reading some of the posts for that mod, but searching the json file, only one object from it is used, so that shouldn't be a big deal, I hope.
    2. Some of the structures seemed to be beyond the boundaries shown by the latest version of "Build High".
    3. After TS said it imported successfully (and showed the message advising me to leave for a while and come back later to fix the pathing), most of the electrical objects still lacked power, possibly because of #2.
    Any idea why it's having these problems?
    1. mrBun
      mrBun
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      1. PCPO (https://www.nexusmods.com/fallout4/mods/13394) is the correct mod and only uses 1 connector to send the lights across the settlement.... I've changed it in the requirements tab to match the listing on the description page which is taken directly from the json file(spoiler)... I'm still finding my way around the Nexus submissions process....apologies for any confusion there.
      DD Productions concrete has great snapping and makes my foundations very easy to place.... once I have a layout, I may replace foundations to better suit the build.... In this case, SOE institute and glass just seemed to fit..... There may be the odd concrete piece I've overlooked though....If it looks ok at your end you probably don't need it.
      2. Clean and simple expands the original boundaries somewhat.
      3....Not sure...I had to reinstall F4 due to my mod menu exceeding the limit....loss of menu items....so a reinstall followed by a careful culling of mods that have lots of recolours adding bloat... So I'm on a new run myself...but I put murkwater back in over the weekend just past and all appears ok on my build....I suspect PCPO is the culprit in your case.
    2. mauvecloud
      mauvecloud
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      I'll try again in a bit with those mods (I'm in Vault 59 from FCR atm and I want to do a few other quests before I go back to this) - I was in the middle of editing my post when I noticed you'd changed the requirements, and I reloaded this page and saw your reply, so I decided to switch to replying to it. However, I'm not sure why mising PCPO would cause the wired objects to be un-powered, unless you made the conduit the first thing the generator connects to and wired further objects from there.

      So CASSS gives Murkwater more space (at least horizontally) than Build High? Should I reinstall Build High to use "vanilla" settlement boundaries (which if I'm reading the description correctly it just skips changing them, so boundaries from other mods like CASSS would presumably still work, even if loaded before Build High) or just move CASSS to load after it?
    3. mrBun
      mrBun
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      I have both build high and Clean and simple.... PCPO works because I give it "x10-x15" setting which saves me heaps of time with connectors for lamps etc.
      If it's a wired connection that isn't lighting, then there must be a disconnection at some point. The reason I pointed at PCPO as probable culprit is that I usually have the small power generator setup close to the PCPO "amplifier".... but I may also have pylons running from the generator....depends on the build..... but having everything close to the workshop is preferable. Check the outside of the shed perhaps?

      Just had a look at pic 10/31.... the top "connector" would be the small power generator....the connector underneath would be the PCPO "amplifier"....the street lamps are acting as pylons and everything is running off that amp.... that's all I've got.....maybe do a nuke and reinstall of the settlement?
    4. mauvecloud
      mauvecloud
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      I realized you had both Build High and Clean and Simple. I was asking about install options and load order, but with a little experimentation I discovered something interesting: with CASSS below Build High, both boundaries are visible and the "Workshop Auto Exit" warning seems to only come up when I'm outside both, but with CASSS above Build High, only the Build High boundary is visible, yet the "Workshop Auto Exit" seems to trigger at the same places anyway. CASSS extends it further to the North and West, while Build High extends further South and East.

      Edit: Adding PCPO seems to have done the trick.
    5. mrBun
      mrBun
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      I just let vortex and loot take care of that stuff... but I am seeing both boundaries on my current build. On some settlements it does drop out when crossing the border... Tenpines being the worst offender for me in that regard.