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Question Fix Wrong Power Count

MoreSly

Member
Messages
30
Hey there,

While working on a settlement I used "undo" after picking up a fusion reactor. The item didn't populate again, but I realized later that the power count did increase. Unfortunately I realized this after coming back from a bunch of questing and would prefer not to load that far back. It's nothing more than a small nuisance, but I'm wondering if there's an easy fix using console commands or something like that.

Thanks for any answers!
 

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Try rebuilding the fusion reactor and see if the game sorts itself out?

If you - you broke that workshop. Not sure how badly.
 
A couple of things I might try to fault find...
After saving!
If you have a save when you had the power plant, you could use the console to get its ID and then load up a save after you got rid of it and enter 'PRID {ID number}' to see if the reference is still there

Maybe use R2K's Gameplay Mods - 0005. Power Grid Tools 1.4
In console you can check the power grid using 'cpg' which will tell you if there are any errors, and how many power grids.
'cpg 1' will fix any errors (but tends to need you to redo settlement power lines)
you could also use 'pg 1' to get a list of all the power objects on power grid 1 to look for the reactor, (and increase the last number to look at any further power grids

If you can identify the reactors ID you can PRID its ID and try disable or markfordelete (need to travel away and reload the settlement)


A rather long method if no luck from above... (definitely not the quick and easy fix you asked for)
You could try scrapping the settlement at the workbench (under manage options)
and see if the power count is still there.
If it goes away reload a save with what you have built, go to the workbench manage options, and export a layout.
Use the log file and generate a Layout esl
Put it in you data folder and enable the mod
In game load a save (remove stuff you have stored in any settlement container to be safe) go to the workbench and scrap the settlement, then import the layout you made.
Hopefully it will be right.
If not, you could open the layout export file in a text editor and search for fusion to see if it has an entry. Delete that entire line from the log file and then create a layout on the web page, before enabling and continuing as described above.

You can disable the layout esl once its built (you can't if it contains a SCOL but those are for things edited in the Creation Kit - like RotC city plans)
 
Try rebuilding the fusion reactor and see if the game sorts itself out?

If you - you broke that workshop. Not sure how badly.
I tried that and it didn't unfortunately.
A couple of things I might try to fault find...
After saving!
If you have a save when you had the power plant, you could use the console to get its ID and then load up a save after you got rid of it and enter 'PRID {ID number}' to see if the reference is still there

Maybe use R2K's Gameplay Mods - 0005. Power Grid Tools 1.4
In console you can check the power grid using 'cpg' which will tell you if there are any errors, and how many power grids.
'cpg 1' will fix any errors (but tends to need you to redo settlement power lines)
you could also use 'pg 1' to get a list of all the power objects on power grid 1 to look for the reactor, (and increase the last number to look at any further power grids

If you can identify the reactors ID you can PRID its ID and try disable or markfordelete (need to travel away and reload the settlement)


A rather long method if no luck from above... (definitely not the quick and easy fix you asked for)
You could try scrapping the settlement at the workbench (under manage options)
and see if the power count is still there.
If it goes away reload a save with what you have built, go to the workbench manage options, and export a layout.
Use the log file and generate a Layout esl
Put it in you data folder and enable the mod
In game load a save (remove stuff you have stored in any settlement container to be safe) go to the workbench and scrap the settlement, then import the layout you made.
Hopefully it will be right.
If not, you could open the layout export file in a text editor and search for fusion to see if it has an entry. Delete that entire line from the log file and then create a layout on the web page, before enabling and continuing as described above.

You can disable the layout esl once its built (you can't if it contains a SCOL but those are for things edited in the Creation Kit - like RotC city plans)
These are great options, thank you! I'll dive in tonight and see if I can save it. I read through Power Grid Tools and it was good education, at least. If I can't fix it I'll have to bite the bullet and reload.
 
So, unfortunately Power Grid Tools doesn't catch this as an error or list a rogue generator.

Some good news - Scrapping the settlement DOES remove all the power, including the ghost generator, so I should be able to remove the "object" with the console if I can find its ID. I see the light at the end of the tunnel! Awesome suggestion, @GavMan. Unfortunately, I'm running into CTDs when trying to export the settlement layout before I hit 2%.

I have added debug logging. Fallout4Custom.ini has the following lines:
Code:
[Papyrus]
bEnableLogging=1
bEnableProfiling=1
bEnableTrace=1
bLoadDebugInformation=1
fPostLoadUpdateTimeMS=500.0
fExtraTaskletBudgetMS=2.4
fUpdateBudgetMS=2.4
iMaxAllocatedMemoryBytes=307200
iMaxMemoryPageSize=1024
iMinMemoryPageSize=256
sDefaultLogOverlay=Papyrus

I'm not sure what might be causing this - can't seem to find anything when I search for WSF layout export crashes. Any suggestions? Mod list is below.
# This file was automatically generated by Mod Organizer.
Fallout4.esm
DLCRobot.esm
DLCworkshop01.esm
DLCCoast.esm
DLCworkshop02.esm
DLCworkshop03.esm
DLCNukaWorld.esm
ccbgsfo4003-pipboy(camo01).esl
ccbgsfo4006-pipboy(chrome).esl
ccbgsfo4016-prey.esl
ccbgsfo4022-powerarmorskin(camo01).esl
ccbgsfo4025-powerarmorskin(chrome).esl
ccbgsfo4038-horsearmor.esl
ccgcafo4001-factionws01army.esl
ccgcafo4003-factionws03bos.esl
ccgcafo4007-factionws07hrflames.esl
ccgcafo4011-factionws11vt.esl
ccgcafo4013-factionas02bos.esl
ccgcafo4021-factionas10hrflames.esl
ccgcafo4022-factionas11vt.esl
ccgcafo4023-factionas12army.esl
ccawnfo4001-brandedattire.esl
ccrzrfo4004-pipinst.esl
ccbgsfo4009-piporan.esl
ccbgsfo4028-powerarmorskinorange.esl
ccbgsfo4048-dovah.esl
ccbgsfo4101-as_shi.esl
ccbgsfo4114-ws_shi.esl
ccacxfo4001-vsuit.esl
Unofficial Fallout 4 Patch.esp
HUDFramework.esm
WorkshopFramework.esm
SS2.esm
ArmorKeywords.esm
Homemaker.esm
Snap'n Build.esm
SettlementKeywords.esm
HoloDisplay.esl
CanarySaveFileMonitor.esl
PANPC.esm
PACE.esm
TrueStormsFO4.esm
XDI.esm
RedderRocket.esl
TheSewers.esm
PlaceableRVCamper.esl
NoSharedDogmeatTemplate.esp
UltraInteriorLighting.esp
UltraExteriorLighting.esp
PiperCaitCurieDialogueOverhaul.esp
JamaicaEx.esp
SpectacleEx.esp
SunshineEx.esp
SanctuaryEx.esp
TrueStormsFO4-FarHarbor.esp
TrueStormsFO4-NukaWorld-FH-Compat.esp
TrueStormsFO4-FarHarborExtraRads.esp
TrueStormsFO4-GlowingSeaExtraRads.esp
ClarityTS.esp
EchoLakeEx.esp
LongfellowEx.esp
MojaveImports.esp
CroupManorEx.esp
FLORA - The Fungal Forest.esp
Stm_DiamondCityExpansion.esp
SlogEx.esp
CrimeTown.esp
CovenantEx.esp
BunkerHillEx.esp
StarlightDriveEx.esp
HangManEx.esp
RedRocketEx.esp
Commonwealth Overhaul.esp
KingsportEx.esp
WarwickEx.esp
TrainBar.esp
Eli_Armour_Compendium.esp
SommervilleEx.esp
CastleEx.esp
MurkWaterEx.esp
TenPinesEx.esp
AbernathyEx.esp
FinchEx.esp
EgretToursEx.esp
BetterCompanions.esp
CraftingFramework.esp
SettlementMenuManager.esp
ConsoleEnable.esp
CriticalHitsOutsideofVATS.esp
DD_Khassar_De_Templari_Increased_build.esp
OCDecorator.esp
OCDecoratorDLC.esp
OCDispenser.esp
Homemaker - Streetlights Use Passive Power.esp
SkjAlert_All_DLC.esp
3dscopes.esp
AzarPonytailHairstyles.esp
EveryonesBestFriend.esp
CraftableAmmunition_Adjustable.esp
CraftableAmmunition_FarHarbor.esp
NationalParkEx.esp
DaltonFarmEx.esp
NukaWorldRedRocketEx.esp
BetterSettlersNoLollygagging.esp
Workshop_Planters.esp
EatFood.esp
MGSAiming.esp
BetterJunkFences.esp
ManufacturingExtended.esp
Companion Fall Damage Immunity.esp
PlantMe.esp
More Power Armour Mods.esp
dD-Enhanced Blood Basic.esp
dD - Small Splatter Size.esp
WeaponWallRacks.esp
Covenant Unrestricted.esp
Snappable Covenant Walls.esp
AlternateSettlements.esp
This is MY Bed (Extended).esp
AlternateSettlements SMM.esp
HoloDisplay SMM.esp
Northland Diggers New.esp
Northland Diggers - Fixes (Tweaked).esp
WorkshopPlus.esp
KURO.esp
RepairSanctuary.esp
BuildableBurningCampfires.esp
SS2WastelandReconstructionKit.esp
Armored General by Hothtrooper44.esp
Wasteland Sniper by Hothtrooper44.esp
NanoSuit.esp
KerriganGlasses.esp
AWKCR-R.esp
W.A.T.Minutemen.esp
TaffingtonEx.esp
GreenTopEx.esp
OberlandEx.esp
BostonAirportEx.esp
CountyCrossingEx.esp
Children of Ug Qualtoth.esp
Backpacks of the Commonwealth.esp
NordhagenEx.esp
MilitarizedMinutemen.esp
MilitarisedMinutemen_PatchesAddon.esp
CoastalCottageEx.esp
Snappy_HouseK.esp
ASE_PerfPatch.esp
cVc Dead Wasteland 6.esp
Conquest.esp
FilledBrahminFeedTroughs.esp
cVc Dead Wasteland 6 DLC2.esp
TeleportersFastTravel.esp
stumbleuponinteriors.esp
ZebrinasWorkshopDevices.esp
SS2_CityPlanPack_RiseOfTheCommonwealth.esp
Vivid Fallout - All in One - Best Choice.esp
SolarPower.esp
RAW INPUT.esp
spacefiddle_Follower-Stealth-Distance-Fixes.esp
QuickTrade.esp
The Eyes Of Beauty.esp
SS2_XDI Patch-Basic.esp
ImmersiveAnimationFramework.esp
IAF - Far Harbor & Nuka World.esp
SurvivalOptions.esp
Makeshiftshotgun.esp
CompanionStatus.esp
cVc Dead Wasteland 6 AWKCR-VIS_Patch.esp
IncreasedSettlerPopulation100.esp
ManufacturingExtendedFH.esp
SS2Extended.esp
M8rDisablePipboyEffects.esp
PD_LowerWeapon.esp
Plasma Cycler.esp
BossChestsHaveLegendaries.esp
Glowing Animals Emit Light.esp
LAER.esp
F4NVServiceRifleRedux.esp
MakeYourOwnSynths.esp
ZimonjaEx.esp
LString_Bow.esp
FO4 NPCs Travel.esp
SettlementTeleporters.esp
SS2WastelandVenturers.esp
WoodenPrefabsExtended.esp
creativeclutter.esp
cVc Dead Wasteland 6 DLC.esp
GraygardenBuildable.esp
JustDebris.esp
LD50_Leaders.esp
JustDebris Revised SMM v2.esp
DD_bleu_Ump_Extreme_Lore_friendly_edition.esp
ASVektor.esp
RangerSequoia.esp
DOOMThatGun.esp
Journal.esp
AWKCR All workbenches disabler minus paint system.esp
More Power Armour Mods - Automatron.esp
Snappy_DLC03.esp
MoreProductiveScavengers.10junk10chance.esp
ScrappySigns.esp
Plywood.esp
Armorsmith Extended.esp
K9TacticalHarness.esp
el_AgentOutfit.esp
Dogmeat's Backpack.esp
squireoutfit.esp
Eli_NukaStuff.esp
LagrieHelmet.esp
Mercenary.esp
Rangergearnew.esp
NanoSuit_AWKCR_AE.esp
Kerrigan.esp
KerriganColorChange.esp
Armorsmith Hothtrooper44.esp
Armorsmith Kerrigan.esp
Armorsmith Kerrigan Color Changer.esp
PH_HighwayProject.esp
Scrap Everything - Ultimate Edition.esp
BetterSettlers.esp
BetterSettlersMortalPack.esp
BetterSettlersCCAPack2.0.esp
Pip-Boy Flashlight.esp
SOTS.esp
StartMeUp.esp
M8r Complex Sorter.esp
Custom Concrete with Glass.esp
Battery Generator.esp
[Settlement] Mystic Pines Redux.esp
CitizenrySettlerDefense.esp
HelloWorld.esp
RobotsProvideSettlementDefenseAutomatronOnly.esp
vertibirdgrenade.esp
Damage Threshold.esm
Tougher Vertibirds.esp

Safest thing to do here is bite the bullet and reload, so I guess I'll just do that. Still would be interested in finding a solution that "works" for posterity and my own education, though! (also fixing the export layout crash...)
 
Last edited:
My knowledge on the problem and load order is in the beginner realm.
I can see a lot of the settlementsEX, which I presume is extended?

For fault finding you could check if its a mod, or stuff in the actual settlement by trying to export a fresh settlement that hasn't been build in (with only a few base game objects added) if successful then it indicates it might be something else that has been placed within your current settlement.
Beyond this you might need to search/ask in the WSFW forum

You could try Transfer settlements and look its json file in a text editor - if used in game though it's has issues with SS2 and I think can mess with power and doesn't know how to capture plot information.
 
Scrapping the settlement DOES remove all the power, including the ghost generator
Using the WSFW scrap settlement option does not scrap any powered objects, it just disables them. If you delete powered objects by script, you will corrupt the power grid. This makes Power Grid Tools a lifesaver. Run that every time you get done building in a settlement.
[Papyrus] bEnableLogging=1 bEnableProfiling=1 bEnableTrace=1 bLoadDebugInformation=1 fPostLoadUpdateTimeMS=500.0 fExtraTaskletBudgetMS=2.4 fUpdateBudgetMS=2.4 iMaxAllocatedMemoryBytes=307200 iMaxMemoryPageSize=1024 iMinMemoryPageSize=256 sDefaultLogOverlay=Papyrus
You only need 2 of those so your Papyrus settings look like this:
Code:
[Papyrus]
bEnableLogging=1
bEnableTrace=1
That's it. The crashing might be due to a bad power grid. Did you run the Power Grid Tools first? The vanilla settlement system is pretty fragile. It doesn't take much for things to go south. Do you have a save from before this problem generator? That might be a better solution.

I would load these before WSFW.
Code:
ArmorKeywords.esm
Homemaker.esm
Snap'n Build.esm
SettlementKeywords.esm
PANPC.esm
PACE.esm
TrueStormsFO4.esm
XDI.esm
 
Using the WSFW scrap settlement option does not scrap any powered objects, it just disables them.
Did you run the Power Grid Tools first?

That makes sense. Regardless, all the power did go away when I ran that option. I did run PGT first, but it couldn't find an error. Ultimately did suck it up and reload earlier - after learning about the power crashes I figured it's not worth messing with.

Right now I'm trying to figure out why I can't export a layout and then I'll see if I can find the ghost object in the bad save. But oddly, though it's adding power to the settlement, PGT doesn't list it as anywhere on any grid so I'm not sure that'll fix it. All told, I've basically learned not to use WSP shortcuts with anything that messes with resource counts.

Also, thank you for the Papyrus and load order help. I'm going to try exporting my layout in an unbuilt settlement and, if that doesn't work, in a vanilla save to see what happens.
 
But oddly, though it's adding power to the settlement, PGT doesn't list it as anywhere on any grid
That is strange. PGT should show all objects "connected" to the power grid. PGT must not see it as an issue.
Going back to the OP:
While working on a settlement I used "undo" after picking up a fusion reactor. The item didn't populate again, but I realized later that the power count did increase.
Could you describe this scenario with a little more detail? I'm not too familiar with WS+, but this is sounding more like you found a bug so I'd like to explore this a little. Are you saying you grabbed this generator in workshop mode then released it? (default tab on pc) Then the generator disappeared but the resource (power) generated was still being applied to the settlement? (displayed in the workshop mode UI) If this is the case, something glitched, disabled the generator but did not remove the power generated value from the settlement. At least this is my working theory for now...
 
That is strange. PGT should show all objects "connected" to the power grid. PGT must not see it as an issue.
Going back to the OP:

Could you describe this scenario with a little more detail? I'm not too familiar with WS+, but this is sounding more like you found a bug so I'd like to explore this a little. Are you saying you grabbed this generator in workshop mode then released it? (default tab on pc) Then the generator disappeared but the resource (power) generated was still being applied to the settlement? (displayed in the workshop mode UI) If this is the case, something glitched, disabled the generator but did not remove the power generated value from the settlement. At least this is my working theory for now...
Almost the opposite: I placed a fusion generator, picked it back up (stored in the workshop), then used the WS+ undo command attempting to place it back where it had been. The object didn't repopulate, but the power it provided did start counting again. Having not realized this, I placed the fusion generator again (it was still stored in my workshop) and noticed I now had +200 power but the generator I placed was only providing 100. Hope that help! Happy to provide any details.
 
@Whisper Do you know who could investigate this? This is a little above my abilities to diagnose.

To me, it sounds like WS+ applied the power AV but did not create the new object. I suspect it could be related to WSFW's handling of powered objects or WS+ is not capable of handling workshop stored objects properly.

The strange part is WS+ hasn't been updated in a while. I would think this would have been reported already...
 
It’s likely because the undo function is generally used to undo a move. It was probably never designed for the equivalent of undoing what is effectively a delete (which is what the OP is describing). It’s probably not something which has been tested.

WS+ is definitely in need of some love - Kinggath has said so himself - however he’s been hard at work on SS2, so his time is limited. Two years of hard work, Chapter 1 and now Chapter 2 coming up.

I would personally love some tweaks to the layers system - occasionally it can get overwhelmed.
 
For investigation, a game with only:

HUDFramework
WSFW
WS+

Run through to taking Sanctuary (pure starting from the mirror), make a save, then:

  • workshop mode
  • enable free build mode
  • build
** power pole
** light
** fusion reactor
  • wire them
  • store fusion reactor
  • undo
  • place fusion reactor

Observe what happens.
 
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