Fallout 4

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niston

About this video

Fully automatic machine rewires a power grid after fixing corruption (scrap crash) with Power Grid Tools.
Unlike the proof of concept script from a while ago, this practical implementation does all the work in a single pass and is much faster.
Additionally, it supports snapped power connections.

What happens in the video?

At first, lights don't work, buried wires have no power, etc.
This is because power grid had corruption, which was fixed with power grid tools.
Power Grid Tools reliably removes corruption, but all the wires in the power grid become non-functional as a consequence.

Only solution hitherto was to pickup each and every wire in workshop, and place it back down. This makes the wires function again, but is extremely tedious work for large power grids.

And, while I build some very large powergrids, I am also a very, extremely lazy person. I don't want to pickup 100+ wires going all over the place. :)
So I made the NISTRON SNE Auto Rewire machine, version 1.0 to do it for me instead:

0:36 machine is switched on, but it is not yet connected to non-functional power grid.
0:42 machine is connected to the power grid that needs rewiring.
0:50 machine is ready and we start rewiring process by pushing big red button.
0:52 workshop has opened and machine is working. You can occasionally observe some wires flickering briefly, as they are being remade by the machine.
1:11 fluorescent lights start working properly again.
1:12 water pumps become operational again.
2:30 machine has finished rewiring process and workshop closes.

Auto Rewire has discovered 141 objects on the power grid and automatically restored 109 broken wire connections.
Power grid is now 100% functional again, without a need to manually pickup any wires anywhere.

Available SOON (tm) in my EEE mod.

28 comments

  1. RickyTheOx
    RickyTheOx
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    For Ur knowledge
    uGridsToLoad=7 do not work on power-grid on Spectacle , it seem to fix the other stuff, food, water, beds and settler count, so far.

    Edit .......
    Can be it works due I did a bobo 
    1. niston
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      Glad you got it sorted =)
    2. RickyTheOx
      RickyTheOx
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      Can confirm I made 2 bobos, lets see if it works after some traveling 
    3. RickyTheOx
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      So "uGridsToLoad=7" makes it kinda work.
      When Im at the north part of island it do not update the timer switches.
      But if I go to the south part of island, where the timer switches are, it updates the grid.
      Comparing to "uGridsToLoad=5" when the grid only crashed, it's a huge difference.

      So many, many thanks for that tip, yrs of anger gone  
    4. niston
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      If your PC is beefy (I think it is, yes?), you can even try setting it to 9.
      But the timer switches not working might be due to some other problem. Not sure.
    5. RickyTheOx
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      Ya, got a 5900x and 3060ti 32 gb mem
      But, do U think it will help ?
      It's going to be a BP later on ... hmmmm

      Surely gonna test tho  
    6. niston
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      Try it without saving the game.
      If it doesn't improve the timer switch situation, you can easily set it back to 7 then.
    7. RickyTheOx
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      Is 9 the highest ?
      Cuse no diff, same as before.
      Should I set it back to 7 ?

      Edit
      Weird thing is, it works on all the other big settlements.
      I think my Jamaica is even bigger than Spectacle ....
    8. niston
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      You can set it to any odd number above 5. 7, 9, 11, 13, ...
      It means the number of cells loaded around your character: 5x5 cells, 7x7 cells, 9x9 cells, etc. Player char is in the middle cell.

      Numbers must be odd. Even numbers don't work.
      And you need extra super beefy NASA computer for numbers above 9, and there may be unintended consequences.

      If setting to 9 doesn't fix your timer switch problem, I recommend going back to 7 (must roll back to save where it was 7).
      Seems to be some other issue then, unrelated to loaded area.
    9. RickyTheOx
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      It's Spectacle  :p
    10. RickyTheOx
      RickyTheOx
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      Is it bad to keep it at 9 ?
    11. niston
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      Probably not, with your PC.
    12. RickyTheOx
      RickyTheOx
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      Good .. done a lot of stuff, don't remember what save is was  :p
    13. RickyTheOx
      RickyTheOx
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      Is there a way to see in the save if I have 7 or 9 ?
    14. niston
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      No.
      If you want to change it to a (possibly) lower number safely, go to interior cell, save game, exit.
      Change ini, reload game, go back into worldspace.
    15. RickyTheOx
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      Ok, done.
      Tnx
  2. Radsweeper
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    Wow. The ultimate power fixer. Master electrician in a box.

    Great work there. Kudos!
    1. niston
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      thx :)
  3. RickyTheOx
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    Are all those conduits a simulation of a power grid ?

    And do it work with TS ?
    1. niston
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      No. This is the Sanctuary substation :)

      Power from Concord Generating Station is received by HV Transformer from my EEE mod.
      The brown conduits are buried wires, also from my EEE mod. There's one for each building in the settlement, connecting it to the substation.
      In each building is then a breaker panel, which further distributes power around each house.

      The rewire machine is compatible with TS, yes.
      Even though you would normally only build one when you actually need to rewire the power grid in a settlement.
      You can scrap the machine after it's done, or keep it around - as you like.
    2. RickyTheOx
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      So instead of wires I use those conduits, with no radiation ?
    3. niston
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      These "buried wire" conduits, they work like this:

      - You construct one from the build menu, wallmount type for example.
      - Another one spawns next to it.
      - A hidden (invisible) wire spawns between the two.
      - Both ends are linked, not only by invisible the wire, but also for maintenance (paint scheme, giving a label/name, etc).
      - You pick up and place either end of the buried wire wherever you want it, in your settlement.
      - The invisible wire will conduct electricity normally like any other wire, but it doesn't clutter your settlement at all because it is invisible.
      - You can wire anything you like to either end of the buried wire.
      - It doesn't involve radiating power at all, it is a proper wired connection.
    4. RickyTheOx
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      Its really interesting.
      I got lots of wire-nests in all my settlements, I don't mind the wires, but it could be a cool thing



      -------------------------------------
      A thought, that crappy Beth thingy on Spectacle Island, do U think this mod would work there ?
    5. niston
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      What do you mean by crappy Beth thing?
    6. RickyTheOx
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      U know, that thing that splits up the island in two parts.
      U can not use food, power, beds, and so on from one side to the other (south to north I think ? )
    7. niston
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      This happens because the settlement area is larger than the area loaded around the player. Workshop system has trouble finding resources when they are not loaded or persistent. Many workshop resources are intentionally not persistent. Neither are settler NPCs, which will cause them to vanish from settler count when they happen to be on the unloaded side while workshop is refreshing.

      Buried wires are persistent, so would not be affected. But that doesn't help when the generator on one side, or the water pump on the other side unloads. And obviously it doesn't do anything at all for crops, beds, etc. You will always have problems.

      To fix the issue, set uGridsToLoad=7 in ini file. Make sure there is not another ini file (custom ini, etc) setting it back to 5 (default).
    8. RickyTheOx
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      Ok, many thanks

      I had it on 7 already .... hmmm ?
    9. niston
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      Just went and made some screenshots. On western end of island, I've put a fusion generator with a buried wire:
      Spoiler:  
      Show


      Then dragged the far end of the buried wire to the shipwreck in the east and put a lamp:
      Spoiler:  
      Show


      My uGridsToLoad are set at 7, and "it just works".
      Perhaps you have another ini, overwriting it back to 5? It has happened to me before like that.
  4. RickyTheOx
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    nm