Fallout 4
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Symbiant

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symbiant1

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About this mod

Adds tiers of generators that are constructable based on your Science and Nuclear Physicist perks.

Permissions and credits
The mod aims to enhance the feel of progression as you level your character in settlements. It does this by starting you with only two generators until you level science and/or nuclear physicist perks. These are the Wind generator and the Small generator. As you level either Science and/or Nuclear physicist you unlock significantly better generators. Science doesn't provide as much of a return as Nuclear Physicist since science already provides significant benefits to your character. The final generator provides 200 units of power and is the Fusion Core Generator that you find around the Common Wealth. This should assist with having to avoid putting hundreds of generators around your town when you want a large, power hungry settlement.

When installing you have three mod types to choose from:
Explosive type 1, Explosive type 2, and Non-Explosive

Explosive type 1 is setup that your nuclear reactors are labeled as Unstable, Highly Unstable, and Extremely Unstable. This determines the level of explosion when the generator is destroyed. Unstable is set to go off like a plasma grenade, Highly Unstable is set like a large vehicle, and Extremely Unstable goes off like a mininuke. This adds to the risk and reward of nuclear as it provides a significant power gain per perk vs Science.

Explosive type 2 is setup that your nuclear reactors are labeled as Nuclear, Uranium, and Plutonium. This determines the level of explosion when the generator is destroyed. Nuclear is set to go off like a plasma grenade, Uranium is set like a large vehicle, and Plutonium is set like a mininuke. This adds to the risk and reward of nuclear as it provides a significant power gain per perk vs Science. The power output has been adjusted to raise the risk reward of nuclear so it isn't the same as Explosive type 1.

Non-Explosive is setup to be exactly the same for power and perks without the added explosion risk for those who just want the added generator choices as they level without the flavor and risk of explosive nuclear generators.

All generators need repair when destroyed regardless of mod chosen. Repair, as normal, takes less than building the item in the first place. This mod is balanced around the perks and costs of building are around what it took to build small, medium, and large generators in vanilla.

WHAT TO DO WITH THE POWER
  Eventually this will be part of a suite of mods that will make use of the power. Next one will be a revamp of the water system as the current one produces too much water for the effort and allows easy generation of Caps. The new system will require you to work up to the biggest pump of 40 units of water and will require more power so you can't use them without building many generators or advanced generators.
  I am also considering other items to add or modify that will require power. I have completed Power Reloaded (link below) that makes power emitters like Power Conduits cost energy to run. If you have any ideas of what else can be added for using this power, let me know in the discussion area.

Companion MODs:
Power Reloaded - Adds power req for energy emitters powering your devices. Also adds a wire connector that doesn't emit and doesn't require copper to build thus allowing more for wire runs.
Tiered Water - Add 15 new water pumps (replacing the vanilla ones) to the game that require Perks to unlock. These pumps require varying degrees of power and will rely on higher power output from Tiered Generators or other mods to run well.

NOTE: I haven't fully tested these generators yet so download at your own risk. They work for power and construction but I haven't yet tested the explosive option to make sure it works as it should.

Possible Future features:
1. Unique assets for each generator type so they are all unique in design or texture. This will make identifying generators easier at a glance. Likely only once the official tools are released.
2. An optional version where you must find the designs in magazines littered around the waste land before you can build them. Similar to the picket fences. This would be a version that rewards exploration over simple leveling. Would likely have to randomize the locations so it is different every play through to keep things fresh.
3. Menus for each class of generator. Probably based on the Nuclear Physics level requirements as the Science will likely be what people are using in their playthroughs. (Thanks to Hydrogenium for the suggestion)(Due to the way the menu system works as I understand it any additional levels of menus to water requires higher level changes that would conflict with very popular mods and therefore isn't worth doing. Disappointed that Bethesda didn't build a more versitile/robust menu system)

[HOW TO INSTALL]
To install you simply download with your favorite Mod Manager. When installing you will have the option to select one of three mod files. Only choose the one you want as installing more than one will add all the generators to the menu and will be very cluttered.

Version Notes:
0.3 - Added a new choice for Explosive generators. Risk reward is adjusted to accommodate the higher risk associated.
0.2 - Corrected bug where old style generators could not be scrapped or moved. They are now replaced with appropriate Tiered counterparts.
0.1 - Initial release. Tested well but not fully.