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Question FO4's "Power "glitch" and "Workshop Framework / Self-Powered Items".

ADHS

New Member
Messages
15
Hello.

Setting: "Workshop Framework / Self-Powered Items" = ON.
Using : "Settlement Electricity Overhaul.esm"


Turrets (vanilla) successfully becoming self-powered.
"SPOTS-Wall Mounted" (vanilla) are not, and i am using
FO4's "Power glitch" so them to become self-powered.
After some time the Spots are just stop working.
Also, i've
noticed the same behavior and in some specific mods street
lamps that they are passive powered, while some other lights
are working fine.

I can understand that there are differences between mods, but
FO4's power glitch was expected to affect all ACDC vanilla ones.

Any help/directions please ?
Thank you.

PS:
I've read about turn OFF "Power Grid Auto-Repair" and "Auto-Destroy"
but i want to understand if Workshop Framework:

  • doesn't altering all ACDC vanilla objects (by excluding some of them),
  • once is indicating self-powered items may need a double-check,
or finally
if it's a problem that another mod is causing.
 
Solution
Hello.

Setting: "Workshop Framework / Self-Powered Items" = ON.
Using : "Settlement Electricity Overhaul.esm"


Turrets (vanilla) successfully becoming self-powered.
"SPOTS-Wall Mounted" (vanilla) are not, and i am using
FO4's "Power glitch" so them to become self-powered.
After some time the Spots are just stop working.
Also, i've
noticed the same behavior and in some specific mods street
lamps that they are passive powered, while some other lights
are working fine.

I can understand that there are differences between mods, but
FO4's power glitch was expected to affect all ACDC vanilla ones.

Any help/directions please ?
Thank you.

PS:
I've read about turn OFF "Power Grid Auto-Repair" and...
Hello.

Setting: "Workshop Framework / Self-Powered Items" = ON.
Using : "Settlement Electricity Overhaul.esm"


Turrets (vanilla) successfully becoming self-powered.
"SPOTS-Wall Mounted" (vanilla) are not, and i am using
FO4's "Power glitch" so them to become self-powered.
After some time the Spots are just stop working.
Also, i've
noticed the same behavior and in some specific mods street
lamps that they are passive powered, while some other lights
are working fine.

I can understand that there are differences between mods, but
FO4's power glitch was expected to affect all ACDC vanilla ones.

Any help/directions please ?
Thank you.

PS:
I've read about turn OFF "Power Grid Auto-Repair" and "Auto-Destroy"
but i want to understand if Workshop Framework:

  • doesn't altering all ACDC vanilla objects (by excluding some of them),
  • once is indicating self-powered items may need a double-check,
or finally
if it's a problem that another mod is causing.
For the turrets and lights if you grab them and then release them they will start working.
 
Solution

@Skywise001

Hello.

Can you tell me if you use (pick/cancel) in other occasions as fix ?

Some more for this one:
WSFramework informs the game that those objects will be self-powered.
But, seems that not all ACDC objects are refreshing/updating the same.
This is because Turrets doesn't need "the fix" like Spots need so to work.
If "Self-Powered Items" code/function is common for all objects, then
(in my opinion) game's object type/categories "refreshing": differs.

Thank you.

PS:
I couldn't find kinggath's office. I've got lost in the city :confused:.
 

@Skywise001

Hello.

Can you tell me if you use (pick/cancel) in other occasions as fix ?

Some more for this one:
WSFramework informs the game that those objects will be self-powered.
But, seems that not all ACDC objects are refreshing/updating the same.
This is because Turrets doesn't need "the fix" like Spots need so to work.
If "Self-Powered Items" code/function is common for all objects, then
(in my opinion) game's object type/categories "refreshing": differs.

Thank you.

PS:
I couldn't find kinggath's office. I've got lost in the city :confused:.
In my experience it only seems to happen to Turrets (Light and weapons). Basicly their an animated agent like a person and I guess thats has something to do with it. Ive had it resolve itself over a while by just coming and going and ignoring it. I believe if you autowire the city it might work but its over enthusiastic for my tastes. Though it can be easier pruning extra connects than trying to figure out where wires are supposed to go.

Its useful Whenever something isnt finished. Like if you build the SS2 desk and it doesnt put a computer or map on top. Give it a bit of time to work out whatever snarl is in the scripts then pick it up and drop it again and it likely will remember what should be there.

Just dont go to the wrong part of town <.<
sus town.jpg
 
Last edited:
Just dont go to the wrong part of town <.<
View attachment 24414 === :ok
Thank you very much for the information.

I've tested some other related mods, but no luck.
Looks like "cables" can be avoided with statics but
cannot be tricked completely with complicated objects.
I will continue building using your tip and avoid
the wrong part of town.

Thank you

PS:
I prefer no cables at all but some objects (Garage Door)
to work with LOGICs needs cables to close the circuit.
 
@Skywise001

Just wanted to add something more that have been fixed by using your tip :
In all of the settlements that i build, i always creating a
custom ground of large scaled foundations over the vanilla.
But, Settlers and NPCs were clipping in this additional ground.
I've tried adding over different floors from many mods but none
fixed this clipping problem. Using your tip: problem SOLVED!

Thank you again.
(How can i endorse for you ? :giver:)
 
In all of the settlements that i build, i always creating a
custom ground of large scaled foundations over the vanilla.
But, Settlers and NPCs were clipping in this additional ground.
Are you increasing the Scale of the foundations? Or just using larger foundations? (3x3 or WSK?)
 
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