Something is messing with this mod. Every other NISTRON mod (like the settlement maps and the EEE are fine) but hitting E to configure does not bring up any dialog and I have yet to figure out why.
EDIT: I'm at a loss. I disabled ABSOLUTELY everything I could to the bone. Left only script extenders, F4SE, EEE and it's dependencies. Used a quick start mod to shot gun to Sanctuary, still the menus would not work. I get the E prompt but hitting it did nothing.
EDIT: Now it works but I have the dreaded (Stopped) on my power grid at sanctuary :/
EDIT: Can't change the defaultgroup. Can change channel....Restart device gives -3203 error
When applying a lightswitch to a snappy housekit wall that has wallpaper applied, the switch sticks out really far in mid air. Can anything be done about this? When I use place anywhere or workshop utility to sink it into the wall, the switch cannot be activated. It's either to far away from the wall, or can't be switched if that makes sense.
Oh my gosh, I love this mod so much! PLEASE tell me people are activley working to include compatibility with other lights. Preferably "working table lamps" mod.
I wish I could give you some good news. But the cold, hard truth is: This is an absolute niche mod that few people know exists, and even less people care about. Plus Bethesda made sure the NG update totally and utterly breaks everything completely that makes this mod work in OG.
I'm literally the only person in the entire world working on it and adding anything to it. And I do so very infrequently. Nobody else anywhere on Earth has ever made even just a simple patch for it, despite it being quite easy to do.
I'll see what I can do about that lights mod, but can't promise anything more.
I appreciate your work. Have faith! It feels like to me that 80% of pc players are sticking to pre-next gen. I will be spreading the word about this wonderful mod. I already have on discord fallout groups. I will also be showing it off in settlement builds when done. I am working on a pre war sanctuary right now. It's so nice to walk into the house and have a light switch right upon entry that can control not only the the main room lights, but a separate outdoor porch light =) and even further, a switch for the bedrooms! It's so freaking amazing! My settlers will be so spoiled and this will also save on pc performance as I can control to have indoor house lights on, only at night. Thank you soo much. If I knew how to mod, I would totally be helping you on compatibility with other lights. Perhaps I can reach out to authors of other light mods for you? I'd be more than happy to introduce them to your mod and see if they are open to the idea. I think this mod could be essential for big settlement builders who like stuff clean, especially if there were more compatible lights. We definitely need some more working table lamps. At least those prewar yellow and the 2 blue table lamps. That would really open this mod up to super potential. Please let me know how I can help, and let me buy you a coffee.
My pleasure. I did spread the word again on yesterday in a "promote a mod" section of Vault 69 discord group. I'm sure I will be mentioning it somewhere on the often. I am very active in various fallout 4 mod groups and lighting does come up a lot. Yes, I saw the two lamps you spoke of, but they do not have lamp shades. I am building a super duper clean pre-war sanctuary. I need them clean and with the shades unfortunately. For now, I am repetitively using one of the von holton's nuka cola table lamps that is compatible with your mod. There is one white color casting light that is the closest thing to those lamps. To be continued I hope. oh btw, I like your profile pic Leon! =) I also browsed your other mods. You have a lot of great ones that I use. Thank you soo much for all you do!
I cannot find the yellow lamp? Also, is there a trick to the ceiling fan? It's kinda weird. It stops spinning when powered down, but the light is still on. But other times, it's fully off? Also, a fan went haywire on me and the blades became detached from the fan and went lopsided stuck in the ceiling. I also reached out to a couple light mod authors to see if they would be interested in compatibility with your mod. Crossing my fingers. I am just about done building my prewar sanctuary, and It's unfortunate that I had to reuse so many of the same lights. But, Considering they can all be powered on and off with a switch, I am still thrilled. Fourteen houses with 4 zones/channels within each house, I just find that soo freaking cool. Thank you so much for this mod.
Regarding the vanilla ceiling fan, yes: It has two GCP channels. The main channel controls the fan, the auxiliary one controls the light. You can set both of the channels to the same channel number, to control both functions from a single switch at once. Or, you can set them to different channel numbers, so you can have a switch for the light and another for the fan.
The fan that went haywire, it's one from Von Helton's lamp pack, right? There is some issue with the havok constraints on all of them, sadly. If the spinning part gets blocked in any way, it may become literally unhinged and separates from the joint it is constrained to. I don't know enough about the subject to fix it though.
Thanks! I can't believe I was missing that add-on! I am hitting myself. I thought I had it, but nexus said I had not downloaded it yet. Doh! Btw, I am still continuously reaching out to other mod others requesting compatibility. This morning I reached out to the author of S.O.E. I use that mods lights in abundance as well. It has great accent lighting, but they can be heavy on resource. I wish I could turn them on/off with a switch in a perfect world ;) .
I am about to start a new playthrough if Fallout 4.
I thoroughly enjoyed my last playthrough using this mod.
I know it would be a major project but have you considered switching this and NetLink to a library, other than SUP F4SE, that supports Fallout 4 version 1.10.984?
SUP F4SE provides core functionality for NetLink. NetLink will absolutely not work on NG without a fully updated version (namely the power grid functions) of SUP F4SE.
Unfortunately, out of all the functions in the exe, the power grid functions changed most drastically from OG to NG. So it's not just the "simple" matter of finding new offsets; Some functions don't exist anymore at all and many others are now inlined by the compiler instead.
It's almost as if Bethesda made some of the changes in NG to intentionally and specifically break this particular mod.
Hey mate how are you? Long time Courier first time poster. Thanks for your hard work over the years. Love your work, most notably Electrical Engineering Excellence (I know that's not what it's called, but I call it that anyway), for I too seek to precisely control the the state of IsPowered. Alright enough chit chat, down to business.
0.I'm going to d/l and play around with Smart Home anyway, so I'll probably figure this out, but the thing i'm trying to do should be so simple but its not thanks to wireless power, the bane of my existence atm. 3 separate light circuits in the same factory controlled by a series of logic gates, off and on at different times, colours, klaxon etc. So; 1.How difficult is it/would it be for you to make a full set of wired lights? Or just the Vault-Tec ones. 2.Can I configure the input and/or output vanilla logic gate to the same group/channel as x number of lights? 3.Can I configure a switched power pylon to take the place of a smart button? 4.Can I configure a delayed on or delayed off switch to be in the same group/channel as x2 number of lights? Or to take the place of a smart button?
I have a wired fully functioning automatic factory that I'm trying to light. Fully functioning now, thanks to Transfer Settlements, power grid tools, EEE and the most excellent Rewire-O-Tron, which rewired almost all 1088 items. My options for lighting at the moment are cycling lights, your wall mounted signal lights, conduit lights and conduit klaxons (which i'll continue to use), some wired fluorescents would solve all my problems, or how about a craftable invisible faraday cage you can put around an object, and only if a radiating connecter is inside the shield the object is powered.
Factory automation was one of the driving ideas behind creating both the EEE mod and NetLink. Alas, I don't get to work on game stuff as much as I would like to, as of recently because reasons. So it's been slow going.
Re wired fluorescents, there's this mod: https://www.nexusmods.com/fallout4/mods/71871/ Re the other questions: 1) You mean wired lights, but controlled by GCP? It's possible, I suppose. Maybe. Some day? If you can't wait: There is the Smart Relay. You can use it to network control any wired light. 2) Nothing exists yet. It's however perfectly possible now, thanks to NetLink, to create logic gates (and other controllers) that could be placed in a rack and function solely by networked I/O. I'll do it, some day. 3) Not atm. There is currently no line input device implementation available, but the GCP protocol specifies it already. 4) As there is currently no line input device, this can't really be done atm. But maybe I misunderstood what you want to do?
Thank you for such a quick reply. You understood me correctly. I had previously tried to install Wired Settlement Lights Revived (https://www.nexusmods.com/fallout4/mods/71871), but Vortex would give me an error. Your suggestion prompted me to try harder. I now have some more wired lights. I look forward to some day, in the mean time I'm so ridiculously deep into this perpetual lunchbox destruction machine I'm going to use what I have in place, and the collection of wired lights I now have, to finally finish.
My next automated factory will be a NISTRON Smart Factory.
After installing some mods, the “indoor” radiator that looked like a UFO disappeared from the Power menu. The one that is “separate", not from the set of connections to the box. I could not find this emitter in any other section of the menu. All other devices from your developments are in place. How can I solve this problem?
Here's the screenshot. It has both radiators side by side. Installed at a time when #1 was still visible on the menu. You can see the complete identity of their names "EEE...."
Device #1 is VERY necessary! :) As far as I remember, it was in the menu item "Connectors and switches".
I'm telling you, there never was a wireable UFO style radiator in the mod - at least not intentionally. :) I don't know where from or how you got the wireable UFO radiator - I suspect it's simply a bugged instance of the "regular" UFO radiator. To check: What happens if you choose "go to remote end" on that bugged one?
But, I could probably add a UFO style radiator that's designed to be wired up, if you desire this.
•To check: What happens if you choose "go to remote end" on that bugged one? For the "UFO-radiator with wire ;))" I selected the "Go to Remote End" option from the configuration menu. And nothing happened.
•But, I could probably add a UFO style radiator that's designed to be wired up, if you desire this. I would really appreciate it if you would make this addition.
• If you have the time and would be so kind to add devices to your exceptional mod, then here are some more. My experience shows that it’s not just the player who needs to control lighting zones. I would like to be able to respond with light in wireless zones from a trigger that responds to NPCs. For example, from a proximity sensor or laser trap, etc. At this stage of my understanding of your mod, I get out of it this way: - I install one common PR per room (as power for lamps) - I move the Smart Button of the desired zone to the side inaccessible to the common SB. - close to the SB I install an emitter (PR-conduit) with a minimum radius (in the Creation Kit I configured a conduit from another mod with a radius of 10 units) and through it I (NPC of course ☺) turn on/off the power to this SB from the proximity sensor that is in the room. Thus, different light zones in the same room react to the movement of NPCs. True, this system does not work every time :(( ——— sorry for the many letters :)
There's a device type LINE_SENSE defined in GCP Device API. It's meant for the application you describe: Sensing wired input and sending out according GCP commands to a preconfigured group/channel. Line powered => GCP_CMD_ON, Line unpowered => GCP_CMD_OFF. I'll add an implementation to the Smart Home mod if I can find some time.
Also planning to add the radar proximity sensor from Concord Mod automatic sliding doors as Smart Device. If I can find some time, lol.
60 comments
EDIT: I'm at a loss. I disabled ABSOLUTELY everything I could to the bone. Left only script extenders, F4SE, EEE and it's dependencies. Used a quick start mod to shot gun to Sanctuary, still the menus would not work. I get the E prompt but hitting it did nothing.
EDIT: Now it works but I have the dreaded (Stopped) on my power grid at sanctuary :/
EDIT: Can't change the defaultgroup. Can change channel....Restart device gives -3203 error
EDIT: I is idiot. SUP needed updated.
Not much that can be done about it.
But the cold, hard truth is: This is an absolute niche mod that few people know exists, and even less people care about.
Plus Bethesda made sure the NG update totally and utterly breaks everything completely that makes this mod work in OG.
I'm literally the only person in the entire world working on it and adding anything to it. And I do so very infrequently.
Nobody else anywhere on Earth has ever made even just a simple patch for it, despite it being quite easy to do.
I'll see what I can do about that lights mod, but can't promise anything more.
It makes me glad that you like the mod so much.
There's the yellow and the blue table lamps in the Wasteland DLC addon btw.
The yellow one does have a lamp shade.
But I'll see if a patch can be easily made for that other mod.
You obviously need wasteland workshop DLC for it.
Regarding the vanilla ceiling fan, yes: It has two GCP channels. The main channel controls the fan, the auxiliary one controls the light.
You can set both of the channels to the same channel number, to control both functions from a single switch at once.
Or, you can set them to different channel numbers, so you can have a switch for the light and another for the fan.
The fan that went haywire, it's one from Von Helton's lamp pack, right?
There is some issue with the havok constraints on all of them, sadly. If the spinning part gets blocked in any way, it may become literally unhinged and separates from the joint it is constrained to. I don't know enough about the subject to fix it though.
I thoroughly enjoyed my last playthrough using this mod.
I know it would be a major project but have you considered switching this and NetLink to a library, other than SUP F4SE, that supports Fallout 4 version 1.10.984?
NetLink will absolutely not work on NG without a fully updated version (namely the power grid functions) of SUP F4SE.
Unfortunately, out of all the functions in the exe, the power grid functions changed most drastically from OG to NG. So it's not just the "simple" matter of finding new offsets; Some functions don't exist anymore at all and many others are now inlined by the compiler instead.
It's almost as if Bethesda made some of the changes in NG to intentionally and specifically break this particular mod.
I understand completely now.
0.I'm going to d/l and play around with Smart Home anyway, so I'll probably figure this out, but the thing i'm trying to do should be so simple but its not thanks to wireless power, the bane of my existence atm. 3 separate light circuits in the same factory controlled by a series of logic gates, off and on at different times, colours, klaxon etc. So;
1.How difficult is it/would it be for you to make a full set of wired lights? Or just the Vault-Tec ones.
2.Can I configure the input and/or output vanilla logic gate to the same group/channel as x number of lights?
3.Can I configure a switched power pylon to take the place of a smart button?
4.Can I configure a delayed on or delayed off switch to be in the same group/channel as x2 number of lights? Or to take the place of a smart button?
I have a wired fully functioning automatic factory that I'm trying to light. Fully functioning now, thanks to Transfer Settlements, power grid tools, EEE and the most excellent Rewire-O-Tron, which rewired almost all 1088 items. My options for lighting at the moment are cycling lights, your wall mounted signal lights, conduit lights and conduit klaxons (which i'll continue to use), some wired fluorescents would solve all my problems, or how about a craftable invisible faraday cage you can put around an object, and only if a radiating connecter is inside the shield the object is powered.
Okay that's enough. Thanks for your time.
Re wired fluorescents, there's this mod: https://www.nexusmods.com/fallout4/mods/71871/
Re the other questions:
1) You mean wired lights, but controlled by GCP? It's possible, I suppose. Maybe. Some day? If you can't wait: There is the Smart Relay. You can use it to network control any wired light.
2) Nothing exists yet. It's however perfectly possible now, thanks to NetLink, to create logic gates (and other controllers) that could be placed in a rack and function solely by networked I/O. I'll do it, some day.
3) Not atm. There is currently no line input device implementation available, but the GCP protocol specifies it already.
4) As there is currently no line input device, this can't really be done atm. But maybe I misunderstood what you want to do?
I look forward to some day, in the mean time I'm so ridiculously deep into this perpetual lunchbox destruction machine I'm going to use what I have in place, and the collection of wired lights I now have, to finally finish.
My next automated factory will be a NISTRON Smart Factory.
Not sure which other one you refer to?
You can see the complete identity of their names "EEE...."
Device #1 is VERY necessary! :)
As far as I remember, it was in the menu item "Connectors and switches".
I don't know where from or how you got the wireable UFO radiator - I suspect it's simply a bugged instance of the "regular" UFO radiator.
To check: What happens if you choose "go to remote end" on that bugged one?
But, I could probably add a UFO style radiator that's designed to be wired up, if you desire this.
For the "UFO-radiator with wire ;))" I selected the "Go to Remote End" option from the configuration menu. And nothing happened.
• But, I could probably add a UFO style radiator that's designed to be wired up, if you desire this.
I would really appreciate it if you would make this addition.
• If you have the time and would be so kind to add devices to your exceptional mod, then here are some more.
My experience shows that it’s not just the player who needs to control lighting zones. I would like to be able to respond with light in wireless zones from a trigger that responds to NPCs. For example, from a proximity sensor or laser trap, etc.
At this stage of my understanding of your mod, I get out of it this way:
- I install one common PR per room (as power for lamps)
- I move the Smart Button of the desired zone to the side inaccessible to the common SB.
- close to the SB I install an emitter (PR-conduit) with a minimum radius (in the Creation Kit I configured a conduit from another mod with a radius of 10 units) and through it I (NPC of course ☺) turn on/off the power to this SB from the proximity sensor that is in the room.
Thus, different light zones in the same room react to the movement of NPCs.
True, this system does not work every time :((
———
sorry for the many letters :)
It's meant for the application you describe: Sensing wired input and sending out according GCP commands to a preconfigured group/channel. Line powered => GCP_CMD_ON, Line unpowered => GCP_CMD_OFF. I'll add an implementation to the Smart Home mod if I can find some time.
Also planning to add the radar proximity sensor from Concord Mod automatic sliding doors as Smart Device.
If I can find some time, lol.
Quite busy IRL atm, so it'll be a while.
Possibilities abound...
Why didn't u do this before I stop playing FO4 =(
SF is a kick in the balls, so maybe I should start again ?