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yaugieLC

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gaflablabl

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17 comments

  1. Aenara
    Aenara
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    • 2 kudos
    Was not looking forward to powering up The Castle. But with this mod just drop a medium-range tower in the middle and done... glorious!

    Unfortunately I'm not able to activate the tower to turn off the bubble. I get the "E) Refresh Grid" option fine on the SS2 objects. Removed and placed switch boxes and different ranged options yet none of them showed an Activator. With 'ss2radiantpower.esp' near the bottom of my load order, I don't think it's a conflict. 

    Is there a way to toggle the bubble off via the console? I don't mind targeting the grid box and running commands. Opened up the esp in the CK and found 'SS2MP_ControllerQuest'. Didn't see any Stages to fiddle with or Scripts to use.

    1. Aenara
      Aenara
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      Solved!

      TLDR: Use tcl at the console to see past the housing that covers the On/Off switch. Even though there is no Use prompt, pushing E on the switch will toggle the bubble off. Screenshot on imgur:

      https://imgur.com/a/q98Wqy7

      Got adventurous and went into xEdit. Found MunicipalPowerObjectController attached to the activator. I don't think you can target activators in-game, so cf probably wouldn't work unless the script would accept the object reference. Yet everything "looked good" so I was really confused.

      Went back in game then in finally dawned on me. The activator bounds could be really small and covered by the collision on the housing. Sure enough, tcl let me past!

      Not sure how to fix this. Myself, I'd probably increase the size of the activator box to get past that housing. That way you don't have to change collision or the static itself. But I'm just a dabbler; I'm sure you'll think of something better.

      Since it's been two years since this mod was last updated, I suspect Kinggath has since done tuning. I noticed that toggling the sphere also triggered the Refresh Grid. Perhaps that's why there is no Activator prompt? Maybe your Toggle Sphere function is fighting the SS2 Refresh function for the activator, so the game displays neither.
    2. gaflablabl
      gaflablabl
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      Oh, that's interesting. I'll give it a look sometime over the next week when I can find the time, thanks for letting me know.
  2. javikrules
    javikrules
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    Deep into my SS2 playthru and I stumbled across this mod. Then read "All Plots in SS2 accept 'radiant power" - and I did a face palm.
    I DID NOT KNOW THAT. 
    Sigh. All that work trying to string power and wires and .... aargh.
    1. gaflablabl
      gaflablabl
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      Yeah, it never directly *tells* you that, I'm pretty sure I found that out by just tinkering around with stuff. 
      There's a lot of little "tricks" like that to SS2 that it never really tells you about once you start really messing with things.
  3. Aldjeron
    Aldjeron
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    Is there a way to make vanilla or SS2 Lamps (power poles) work with your radial? perhaps something in xEdit?
    1. gaflablabl
      gaflablabl
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      It might be possible, but I've never tried editing that kind of detail. 
  4. kurokhan28
    kurokhan28
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    Is there an easy way to find the switchboxes?  There's one somewhere in Hangman's Alley... can't find it.
    1. gaflablabl
      gaflablabl
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      Sadly, none that I'm aware of.  I thought there was an option in the "ASAM Tracking" device you can craft to find those, but there isn't. I'll see if I can get that added...
  5. Di19MA69
    Di19MA69
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    How to connect a vanilla beacon if you can 't use wires ?
    1. gaflablabl
      gaflablabl
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      You can still use wires just like normal, my mod doesn't change that.
  6. NeitherSoldier
    NeitherSoldier
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    Any way to turn off the green range as it does get annoying 
    1. gaflablabl
      gaflablabl
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      As described on the main description page:

      To switch the visible 'sphere' off, simply walk up and 'Use' the switchbox on the pole.
  7. elwooha6
    elwooha6
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    I'm not seeing them in my menu, is there a requirement for them or do they unlock immediately?

    Nevermind, I opened it in xEdit and saw that it requires the municipal plot type to be unlocked first, you may want to put that in the description but if not at least it's here now.
    1. gaflablabl
      gaflablabl
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      I didn't even think to check that, due to having not even considered the prospect of someone wanting to build one before you can make the plots to put power into it in the first place.  I'll stick a notice on the description for it though.
  8. Errant6
    Errant6
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    O.M.G. Thank You So Much! 
  9. DocDeath666
    DocDeath666
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    Thank you so much for this mod just what i need in my game this will help a lot thank you Sir