I'll list mods that people have asked me about here, along with their compatibility and resolution status. Feel free to ask me about mods and their compatibility and I'll check and add them to the list as I'm able to do so. I can also make combined patches that merge the changes from one or more of the patches in optional files upon request.
If you get flickering or floating objects while using this mod, try moving it to the bottom of your load order. If that fixes the issue, please let me know what mods you have (that aren't in the lists above) that may have edited the surrounding area. If you need more detailed help or support, it's easiest to find me on the mod.kitchen discord server.
So cool, the amount of work that went into this is crazy. It's more than simply plopping down a workstation at this location and calling it a day. The mirelurks that spawn at the end though lol, after I got everything powered up and drained. So far, making my survival run impossible to continue xD.
Really? I don't remember them xD. I did end up defeating them, thanks to being able to place objects. I placed a bed in a doorway, where I could see them and shoot at them from behind a steel pillar in the entryway, but they couldn't get to me because the bed. Only took 20 minutes and all my ammo.
Yeah, this is a highly irregular location on Bethesda's part. Rather than clearing it by killing a boss enemy, you clear it by going through some invisible activator boxes in a specific order. One of those boxes also enables a pair of buried mirelurks, and those mirelurks will pop out of the ground when you go back through the door that leads outside.
I'm having some trouble, I repaired the plant and activated it but I can't seem to run a wire from the power pylon at the plant to anything else. The wire will activate and come out but it won't attach to anything. That and where exactly is the new Power Pylon to build for the settlements. I have a few other building mods so trying to navigate through menus to find it is a bit tricky.
Wire distance has a maximum, and I think that's a point to point maximum rather than simply being across the ground. This is about as far as I was able to run a wire on my game:
As for the power hookup, it is only available in settlements other than the energy turbine, and is located under Power->Generators, like this:
I've tried it even right next to the pole and it just didn't want to attach for some reason. I'll have to see if I can try again but the pole did seem to be doubled up with another model of itself, could have been interfering. I'll have to do some testing. Otherwise I guess the reason I was mainly asking about it's menu location is if I could scrap the one already there and build a new one then maybe that would fix my issue.
That does seem odd. Are you able to use console to disable the second pylon? If not, I recommend downloading the most appropriate previs patch for your load order to see if that helps.
It wouldn't seem to allow me to markfordelete or disable the original pole that can't be touched in build mode. As for a previs patch I'd have to see which might work for this though I'm not sure which would do it for this.
The original pole, as in the extra one that you can't touch, may be precombined. If you use a previs patch, precombined objects would be updated to match the changes I've made in the area.
I've been using this for a while and have had so much fun making my settlers scuttle about with clipboards and poking at consoles as if they're actually qualified to run a power station. I also have a Natick Substation settlement and I love the continuity between the two.
However, I noticed the other day that the repairable items from this settlement are showing up in my workshop menu under Structures->Misc (for example, "Primary Generator 01", "Auxillary Generator Bank", "Outflow Pipe 03" and "Window" (x4)). I took a look at the mod in xEdit, and I see that the items that appear in the menu correspond with items that are in the mod with a repair recipe in 'constructible objects', and they all have a workbench keyword. I don't think items appeared in my menu immediately after I installed the mod (although I could have missed them I suppose). It's not really a problem, per se, it's just weird, and I was wondering if you had any ideas as to what could cause this behavior?
I currently have the previous version of this mod installed in my current game. Would there likely be any issues if I update to this new version * the new previs file?
The new version is safe to update on an existing save file. It's mostly just technical improvements though, so there's no need to update just because it's newer.
I have no specific plans like this for the future, no. I didn't select this location for the power feature, either. I selected this location because I wanted to build here, and since I make parts of my settlements repairable I decided this location warranted taking that all the way to the logical conclusion. If I make another settlement in a location where repairing might have a special result, I'm likely to consider it the same way I did here.
Agree with this. Fallout 4 has too many settlements you can easily spend way too much time building with no real benefit or purpose, so I normally shy away from adding more. But I made a rare exception for this mod as it has strategic importance added.
Instead of adding evermore settlements, it would be more interesting to add special features to some of the haphazardly placed vanilla settlements to give these more mechanical (and therefore also roleplaying) importance.
Hi, I want to make a settlement dedicated for providing power to the whole commenwealth using sim settlements 2 as well. This mod is exactly what i am looking for. thank you for this mod.
I assume you are referring to the one cannibaltoast made? Both APT and PRP work together with this mod with an appropriate load order, but cannibaltoast's patch (which is unnecessary imo, since the primary performance hit for APF is shadows rather than the trees) would need a separate patch.
Unless you have something that requires it or you're pushing your performance to the limit as it is, yeah. There won't be a huge difference between precombined and non-precombined trees since there aren't that many trees (compared to most objects that get precombined) and the primary performance impact is the shadow drawing algorithms the game uses.
Poseidon Energy Turbine #18-F is a strange location in that Bethesda made it clearable but did not mark any enemies as bosses. Instead, clearing the location involves going inside the power plant to the room with the boss chest in it, and then walking back outside the power plant. There is an invisible box you walk through when doing so that will mark the location as cleared.
This settlement got damaged in a raid I was not able to get back in time for. Now it does not generate the correct power and I am not sure what to repair in order to get it all back?
I can only interact with the big power pole, but I can't repair it and the game does not list any materials when I highlight it.
That is definitely undesired behavior, and I've updated the mod to fix it. You should be fine to update to the new version, but if you do, follow these steps the first time you load after updating:
If you are far away from the power plant (at least as far away as CIT), you should be fine. Play as normal and ignore the rest of the steps.
Leave the area. Travel to the interior of Diamond city or something.
If you performed step 2 via fast travel, do it again with another location like Goodneighbor.
You should now be okay to return to the power plant and repair the power pole.
These steps are for technical reasons, but the short version of why you have to do this is that the mod keeps an eye on the power pole and does things if you repair it, but the setup to make it start keeping an eye on the power pole only gets applied when you load the area. But it doesn't apply if you load the area by loading in from a save - you need to come in by walking or fast travel to make it work, because the game is unfortunately just like that.
Once it starts paying attention to the power pole, you'll be fine. So for normal use of the mod, these instructions are going to be very irrelevant. The only time to follow those steps are if you have an older version of the mod, update to current, and load a save that is in or near the power plant.
It actually did repair itself after a while. I ran through the area fixing other stuff and after about 30 minutes real time of adjusting settlement objects, it did start working again.
Even better to see a way to fix it in game though!
131 comments
I'll list mods that people have asked me about here, along with their compatibility and resolution status. Feel free to ask me about mods and their compatibility and I'll check and add them to the list as I'm able to do so. I can also make combined patches that merge the changes from one or more of the patches in optional files upon request.
Compatible Mods:
- A Forest: Load "we can live in" second.
- Another Pine Forest Mod: Load "we can live in" second.
- Boston Natural Surroundings: Load "we can live in" second.
- Commonwealth Reclamation Project: Overgrowth: Use the patch in optional files.
- Desperados Overhaul: Use the patch in optional files.
- FROST Cell Fixes (FCF): Use the patch in optional files.
- Imposing Commonwealth Tree Overhaul: Load "we can live in" second.
- itc Poseidon Reservoir Settlement: Using both this mod and a Poseidon Reservoir settlement at the same time can break the quest "The Last Voyage of the USS Constitution" by leaving you with no valid quest targets for the Poseidon radar transmitter. You can address this by also using Radiant Redundance - Poseidon Offices and/or Poseidon Energy Can Have the Poseidon Radar Transmitter.
- Previsibines Repair Pack (PRP): Use the patch in optional files.
- West Everett Estates: No special load order necessary.
- West Everett Estates Player Settlement: No special load order necessary.
If you get flickering or floating objects while using this mod, try moving it to the bottom of your load order. If that fixes the issue, please let me know what mods you have (that aren't in the lists above) that may have edited the surrounding area. If you need more detailed help or support, it's easiest to find me on the mod.kitchen discord server.
As for the power hookup, it is only available in settlements other than the energy turbine, and is located under Power->Generators, like this:
However, I noticed the other day that the repairable items from this settlement are showing up in my workshop menu under Structures->Misc (for example, "Primary Generator 01", "Auxillary Generator Bank", "Outflow Pipe 03" and "Window" (x4)). I took a look at the mod in xEdit, and I see that the items that appear in the menu correspond with items that are in the mod with a repair recipe in 'constructible objects', and they all have a workbench keyword. I don't think items appeared in my menu immediately after I installed the mod (although I could have missed them I suppose). It's not really a problem, per se, it's just weird, and I was wondering if you had any ideas as to what could cause this behavior?
Instead of adding evermore settlements, it would be more interesting to add special features to some of the haphazardly placed vanilla settlements to give these more mechanical (and therefore also roleplaying) importance.
I want to make a settlement dedicated for providing power to the whole commenwealth using sim settlements 2 as well.
This mod is exactly what i am looking for. thank you for this mod.
This settlement got damaged in a raid I was not able to get back in time for. Now it does not generate the correct power and I am not sure what to repair in order to get it all back?
I can only interact with the big power pole, but I can't repair it and the game does not list any materials when I highlight it.
These steps are for technical reasons, but the short version of why you have to do this is that the mod keeps an eye on the power pole and does things if you repair it, but the setup to make it start keeping an eye on the power pole only gets applied when you load the area. But it doesn't apply if you load the area by loading in from a save - you need to come in by walking or fast travel to make it work, because the game is unfortunately just like that.
Once it starts paying attention to the power pole, you'll be fine. So for normal use of the mod, these instructions are going to be very irrelevant. The only time to follow those steps are if you have an older version of the mod, update to current, and load a save that is in or near the power plant.
It actually did repair itself after a while. I ran through the area fixing other stuff and after about 30 minutes real time of adjusting settlement objects, it did start working again.
Even better to see a way to fix it in game though!