Fallout 4
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Lapdragon

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lapdragon

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  1. lapdragon
    lapdragon
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    Sticky
    I added the "less powerful" version as requested - it's under the optionals, and can be used alongside the main version or all by itself, there shouldn't be any conflicts.
  2. challdog
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    I would endorse this mod 10X over if I could, you solved the issue of the Mechanists lair! SEVERAL thumbs up for this one, GG.
    1. lapdragon
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      ^_^
  3. balboa2151
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    thank you.....appreciate your hard work
  4. ChaplainFergus
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    Couldnt find the pump in my menus, but according to your description wouldn't the generator model power the pump if the model for the pump includes a generator?
    1. lapdragon
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      The pump is at the end of the "Water" section of the standard build menus, listed as a "Well Pump".

      I only used the generator model for the well pump because it's got a functioning power "snap" point, and I don't know a damn thing about making my own nifs. If somebody can find a nice "pump" model that's the right size, I'll happily use it instead.
    2. Boberella
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      odd, because I can't find it there either
    3. TimberWolfCLT
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      I'm having problem finding it as well. (Pun NOT intended...)
    4. lapdragon
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      See the screenshot for the build location - it's been there every time I've gone looking for it, on several machines.

      There is a possibility that you're out of "buildables" in the engine - if you've got Homemaker, SSEX, NX-Pro, and a few of the other "buildable stuff" mods installed all at the same time, then you might have hit a hard cap on recipes.
    5. TimberWolfCLT
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      I'll bet that's it, thanks!

      I can always use the console for now until I get my mod collection under control.
    6. SpinningCloud
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      I haven't been able to find it either. At the end of the Water section I have an object called [WIP] Water Storage that's probably from one of my other mods. Still yours should have just added on to the list.

      Going on the theory that something is overwriting it I've placed it at nearly every location in the load list but it doesn't seem to make a difference, just never shows up. I also don't use SSEx any more and have converted everything over to using Settlement Keywords (version 0.8 ). I'll post my load order below. All mods are completely up to date and everything else seems to be working fine.

      Is there perhaps something simple I could modify using FO4Edit that would deconflict with other mods?

      Spoiler:  
      Show

      Fallout4.esm=1
      SettlementKeywords.esm=1
      ArmorKeywords.esm=1
      Snap'n Build.esm=1
      Homemaker.esm=1
      Robot Home Defence.esm=1
      AlternateSettlements.esp=1
      Well_Pump.esp=1
      ABP Paintings.esp=1
      ABP Paintings - Sets =01=50=G=B=P.esp=1
      Lore Friendly Posters.esp=1
      OCDispenser.esp=1
      OCDecorator.esp=1
      NX Pro - Farm Core.esp=1
      NX Pro - Harvest Overhaul.esp=1
      WeaponRacks.esp=1
      WeaponRacks-Tools-Vanilla.esp=1
      WeaponRacks-Weapons-Vanilla.esp=1
      DD_Michael_Faraday_Time_yo.esp=1
      DD_All_the_COncrete.esp=1
      PlasmaTurrets.esp=1
      ConvenientStores.esp=1
      ExpandedSettlementBuildings.esp=1
      Homemaker - SK Integration Patch.esp=1
      Homemaker - Greenhouse and Bunker Disabler SK.esp=1
      Homemaker - Unlocked Institute Objects SK.esp=1
      Robot Home Defence - Settlement Keywords.esp=1
      CraftableAmmo.esp=1
      CraftableAmmo_plus.esp=1
      SniperDamage.esp=1
      BrighterSettlementLights_LessHarsh.esp=1
      Faster Terminal Displays (20x).esp=1
      pipboyspotlight.esp=1
      200%Shadows.esp=1
      Bufandmyst.esp=1
      ScroungerFix.esp=1
      NoNegativeAffinityVanilla.esp=1
      HalfAffinityCooldown.esp=1
      Harness-calyps.esp=1
      ConstructionLight_ExtraBright_Shadows.esp=1
      CommChemExpanded.esp=1
      ColonolNutty - Clothing Crafting.esp=1
      SettlerRenaming-Indicators.esp=1
      DarkerNights.esp=1
      TrueStormsFO4.esp=1
      TrueStormsFO4-EarlierSunsets.esp=1
      TrueStormsFO4-ClimateSettings.esp=1
      DarkerNightsDetection.esp=1
      DarkerNights-TrueStorms.esp=1
      HeavyRain.esp=1
      ShaikujinSettlementAttacked.esp=1
      CompRedo.esp=1
      Nick Valentine's .44.esp=1
      Better Curie.esp=1
      BetterWeaponModDescriptions.esp=1
      BetterSettlers.esp=1
      AdjustedEncounterZones.esp=1
      Workshop Shipments Rebalanced.esp=1
      Craftable Armor Size.esp=1
      AnS Wearable Backpacks and Pouches.esp=1
      AnS Wearable Backpacks and Pouches - Ballistic Weave.esp=1
      AnS Wearable Backpacks and Pouches - No Crafting Perks.esp=1
      AnS Wearable Backpacks and Pouches - Power Armor Carry Capacity.esp=1
      DX Chem I Care Outfit.esp=1
      Cait_Visual_Overhaul.esp=1
      NudeRepVaultSuit.esp=1
      BombshellLookForPiper 2F1E.esp=1
      MoreSpawns_Medium.esp=1
      stealthgear.esp=1
      Settlement Aid Program EASY.esp=1
      EferasShoulderBag.esp=1
      Armorsmith Extended.esp=1
      ArmorsmithExtendLegendaryModifiable.esp=1
      SuperiorGunnerHarness.esp=1
      LoversRings.esp=1
      betterpatrolman+2.esp=1
      Crafting Workbench.esp=1
      Crafting Workbenches - Ammo.esp=1
      Crafting Workbenches - Ammo Expanded.esp=1
      Crafting Workbenches - Ammo Special.esp=1
      Crafting Workbenches - Junk Items.esp=1
      Crafting Workbenches - Power Armor.esp=1
      Crafting Workbenches - Pre War and Manufactured.esp=1
      HubrisShoulderBags.esp=1
      LegendaryModification.esp=1
      LegendaryModification2LM.esp=1
      LegendaryModification2LMAKPatch.esp=1
      LegendaryModificationMisc.esp=1
      LegendaryModificationCSA.esp=1
      LegendaryModificationGroknak.esp=1


      Currently your esp is at the top but, like I said, I've tried numerous locations including reinstalling and leaving it at the bottom. That bathtub Water Storage entry is always after the big purifier and yours isn't there at all.

      Thanks in advance!

      UPDATE: There must be some difference between the 5 and 10 water versions that I don't quite understand. I deleted then redownloaded and reinstalled both. The 5 water version shows up but the 10 does not. Tried different load orders, both, just individuals enabled but it is only the 5 water version that ever shows up.
    7. wax2k
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      Does not show up, even with this drastically reduced load order (only tried the main file):

      Fallout4.esm=1
      Well_Pump.esp=1
    8. lapdragon
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      This is all extremely bizarre - there's nothing that could "conflict" in the mod (either version), as each mod is only 2 items, and both have their own formID's that aren't shared with anything else.

      You should be able to put my either or both of my esp's anywhere in your load order and they'd still work. I've not used any custom category keywords (just the default Resource02Water that all the other water items use), so there's no requirement for Settlement Keywords.

      The only thing I can think (and obviously this doesn't apply to wax2k), is that you've had another item in your mods at some point that's also named "WorkshopWaterPump03", that's conflicting inside the save data itself. If that's the case, then you could try renaming the EditorID for the well pumps in FO4Edit to something else and see if the problem goes away.

      I'll keep trying to figure it out - I've got a friend that this is also happening with, so we'll see if we can fix it.
    9. wax2k
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      I can only guess, but you might want to try and download the main file yourself and test that instead of your own local copy, in case you didn't do that already. Maybe it's just a slight oversight like accidentally having uploaded the wrong file or similar.
    10. lapdragon
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      I think I've figured out the problem - the formID's for the well pump start at 500 instead of 801. Updating the formID's to 1001 and 1002 worked for my friend, so I'm going to upload new copies of both mods, with the new formID's.

      ** Edit - the new versions are up, give Nexus a couple mintues to get them virus scanned and approved, and try them out.
    11. wax2k
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      Tested both and can confirm: they both show up now and can be placed, even in a slightly bigger workshop mod setup.
      Spoiler:  
      Show
      GameMode=Fallout4

      Fallout4.esm=1
      SpringCleaning.esm=1
      SettlementKeywords.esm=1
      Snap'n Build.esm=1
      Homemaker.esm=1
      NX Pro - Farm Core.esp=1
      NX Pro - Farm Core - No Requirements.esp=1
      NX Pro - Harvest Overhaul.esp=1
      AlternateSettlements.esp=1
      ExpandedSettlementBuildings.esp=1
      Colored Workshop Lights.esp=1
      Craftable Institute Elevators - non walled.esp=1
      DDP_Bridge_mark1_Institute.esp=1
      DD_Spiral_staircases - Institute.esp=1
      Dont Throw Stones.esp=1
      DD_why_am_i_doing_this.esp=1
      DD_Power_armor_option.esp=1
      DDP_Lightbox1.esp=1
      DD_Michael_Faraday_Time_yo.esp=1
      DD_Sesame_street.esp=1
      DD_I_Ran_Out_Of_Funny_Names.esp=1
      AlternateFurniture.esp=1
      Siles - ModernBobbleheadRobotModelStand.esp=1
      Siles - ModernMagazineShelf.esp=1
      Siles - TheCollector.esp=1
      Friffy_Fixed Rugs.esp=1
      Eli_PlantPots.esp=1
      TurretBallEN.esp=1
      Well_Pump.esp=1
      Well_Pump_2-5.esp=1
      DD_CBBE_SLooty_Castle_Innie_Vajayjay_4k_Fix.esp=1
      NX Pro - Farm Core - Spring Cleaning.esp=1
      Homemaker - SK Integration Patch.esp=1
      Homemaker - Greenhouse and Bunker Disabler SK.esp=1
      Homemaker - Unlocked Institute Objects SK.esp=1
      Simple Intersection.esp=1
      Build High.esp=1
      EndorsCustomCombatArmor.esp=1
      Vasstek_Vaultsuit.esp=1
      Nanohelmet.esp=1
      ASPrototypeR74.esp=1
      WraparoundNVG.esp=1
      Armorsmith Extended.esp=1
      Glowing Eyes.esp=1
      extendedLightsWS - No shadows.esp=1
      200%pipboy.esp=1
      300%Shadows.esp=1
      SC_ExpandedAnimation.esp=0
      SC_ExpandedBuildings.esp=0
      SC_ExpandedConcrete.esp=0
      SC_ExpandedDirtGrass.esp=0
      SC_ExpandedHedges.esp=0
      SC_ExpandedLanterns.esp=0
    12. SpinningCloud
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      Beautiful! Thank you both very much for figuring this out. And, wax2k thanks again for helping me on the Homemaker posts!

      UPDATE: Just installed both of the new ones and they both show up! Great work, thanks! And, if only I were a decent artist I'd make a nice well nif...but i'm not, sorry.
  5. TheOTHERmaninblack
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    I'd actually like to see one that takes a bit less power and produces less water. Say 2 power, 5 water? The 10 water puts it in the same slot as the medium purifier without the requirement for being in open water.

    The issue with people not being able to find it might be one of menu overflow. Apparently, there's only so much room in the build menu system, and once the upper limit is reached, entries start disappearing.
    1. lapdragon
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      You just identified the exact reason I made it 3 power and 10 water - it doesn't need to be in water to work, so you can use it at settlements that don't have water access - I debated making it use 5 power, but decided matching it to the output of a small generator was more convenient for a player - you can build one, slave it to the other, and then forget about them.

      This is a "semi-realistic" mod - even a small 1.5 horsepower well pump can put out a LOT of water over the course of a day, and it doesn't tie up a person (and wear their arm out) to do it.

      All that being said, I'll make a 2/5 model also - it's no skin off my nose, as the saying goes.
  6. FlamingDevils
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    This. http://www.nexusmods.com/fallout4/mods/8502/?
    1. lapdragon
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      Same concept, just with massive overkill.

      I only wanted a lore-friendly well pump, not a monster that produces vast quantities of water. I've personally got a 1.5hp shallow-well pump in my back yard, it's about the size of a breadbox, runs on a 220 line, and produces enough water to hold pressure in a pair of 50ft garden hoses full-time. This mod more or less replicates that functionality.
  7. Alvaro01
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    If you put photos more people will download it