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Tesla Power Plot - VictoriaKS01

@victoriaks01 - moving the conversation here because I don't want to derail the other thread any more than I already have.

Some answers for you about the Tesla Power plot:

* the radius of the Tesla Power plot is pretty big already, at L1. Here are some pictures to illustrate.

This light is at the very edge of the L1 range - about one "foot" to the left and it is unpowered:
View attachment 3637
This image shows the distance from the Tesla Power plot - it's over 1/4 of the way across Starlight Drive-In:
View attachment 3638
The power is also available up the top of most of the movie screen. This is at L1. At L3, the range is twice this - which means that it will pretty-much cover the entire buildable area of Starlight. If located more centrally it will definitely cover the entire buildable area. Including building ^^^UP^^^ for those height-freaks out there!

So there is no need to boost that tile radius. Two of these should cover Sanctuary easily.

That said, I will be putting together an Advanced Industrial version with 2x the radius of effect. That should cover Sanctuary by itself. Two of them should come very close to covering Spectacle Island.

* No "receivers" are required. If an object (or interior plot) runs on radiant power, it will be powered while within the area. Items that require wiring must still be wired. There is no mechanism in FO4 to pick up and "re-radiate" power, so we're out of luck there.

Now this assumes that the Tesla Power plot has enough energy wired into it. It only produces a maximum of 20 power by itself, though it will re-radiate the energy of whatever other generators or power-plots are wired into it via the pylon. In the pictures above you can see that there is 78 total power in the system - 5 of that is from this L1 plot.

There are other plots out there (*cough*Diamond Power by Uituit*cough*) that produce 75 power once they are at full L3 stage. Add that to one of these at L3 and you have a total of 95 power available to run everything you want in your settlement - wired or wireless.

When I disconnect the wiring from the rest of the grid, several of the interior plots in the building to the top-left of the Tesla Power plot become unpowered. Reconnect and they're all happy once more. So yeah, it takes whatever is fed it and radiates it with no troubles. (None known, anyway. Still a WIP.)

* I asked Kinggath and he said that interior plots which radiate power will not re-radiate any power that they are in the area of. So an interior Tesla Power plot cannot be used as a relay for other interior or exterior plots, to extend the range. They can only radiate the power that they themselves create, over the area that they affect. That said, an interior L3 in a dormitory or business area should power 5-6 other L3 plots, whether residential/commercial/martial/other.

How these might work in a City Plan, I have no idea. Something to test. Right now I'm still coding the thing, it's maybe 10-20% done at best.
Where is this plot located, is it in Indust. Rev. as a advanced plot?
 
Where is this plot located, is it in Indust. Rev. as a advanced plot?
Once you've installed my addon pack, they are standard Industrial plots.

You have to manually select them: I didn't want two to accidentally start building in the same settlement, that'd be a waste.
20190126072553_1 (Large).jpg
Similar with internal plots, though there are three of them (ignore the Small and Tiny variations).
 
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Are they interior plots, if so how do you power them not using the city desk.? Oh what is your add on pack called , all I see is King Gath Note: I am on PC
 
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Here it is: Sim Settlements Addon Pack - Whisper's Power Plots

All interior and exterior plots will build, even without startup power. Which makes these very handy 'cause once one is built, it provides radiant power for other plots (you might have to pick-up-and-cancel the plot-move for existing other plots, so that they pick up the power - or maybe try placing and removing a conduit).
 
Thanks anyway, I will wait until Bethesda has it. Nice mod though.
Nexus too much of a pain(steps to install).
How so? Typically it is very easy to install. I simply do these manually, since Sim Settlements Addon Packs are typically permanent additions to my load order unless big problems come up like crashing or it somehow causes problems with base Sim Settlements functionality.

NMM can mess up on download/install, so I simply download manually & install manually. I'm starting to use MO2 but these I've just installed into Data folder
 
Thanks anyway, I will wait until Bethesda has it. Nice mod though.
Nexus too much of a pain(steps to install).
You assume that we want to upload to Bethesda.net - but the modder support tools are so lacking and half-arsed, that frankly, I'd rather get a root canal than use it.

Let's me give an example of the problems it gives me as a mod author.
A recent Fallout 4 update, has introduced a game-breaking bug into one of my mods. The bug is a regression in how the game handles ESL files.
I have a fix - but because of this regression, the fix must be released as an ESP file, that depends on the original mod, which is an ESL file.
For Bethesda.net, I need to upload it as a new mod, depend on the old mod, and somehow convince everyone with the old mod, to download a new patch.
As a result, the mod is broken on Bethesda.net, and it's not my fault, nor my problem anymore.

How do I fix it on Nexus?, I put both the ESL file, and ESP file in the same zip file. I upload it as the new version. Everyone gets both the mod + patch on the next update.

My point is a very simply one - if it is too much hassle to maintain our mods on Bethesda.net, we won't upload them, or if we do - don't count on support. We may not be able to provide it there.
 
You assume that we want to upload to Bethesda.net - but the modder support tools are so lacking and half-arsed, that frankly, I'd rather get a root canal than use it.

Let's me give an example of the problems it gives me as a mod author.
A recent Fallout 4 update, has introduced a game-breaking bug into one of my mods. The bug is a regression in how the game handles ESL files.
I have a fix - but because of this regression, the fix must be released as an ESP file, that depends on the original mod, which is an ESL file.
For Bethesda.net, I need to upload it as a new mod, depend on the old mod, and somehow convince everyone with the old mod, to download a new patch.
As a result, the mod is broken on Bethesda.net, and it's not my fault, nor my problem anymore.

How do I fix it on Nexus?, I put both the ESL file, and ESP file in the same zip file. I upload it as the new version. Everyone gets both the mod + patch on the next update.

My point is a very simply one - if it is too much hassle to maintain our mods on Bethesda.net, we won't upload them, or if we do - don't count on support. We may not be able to provide it there.
All of this!

Yeah I disabled comments on my page there because I don't visit it plus I simply dislike the interface on it & how the site is run. I have seen people blatantly trolling, insulting authors and not getting moderated. The moderators there seem to only care if it's something that concerns Bethesda specifically. I used to be on the Xbox & so was on there more and I used to see comments trashing the author/file. Stuff that would be gone in a heartbeat on here or the Nexus. I had personally reported many such comments and checked back over 1 month later only to find the comments still there. It's the Wild West on there, and I have actually seen author posts saying they are quitting due to the negativity. Though we're spoilt on here where there is zero trolling, I literally never see any! Plus on Nexus I rarely do see any & even then they'll be certain to soon pop up in Forum Warnings & Bans.

On Beth net the authors can not moderate their own comments or file block toxic users, they can only report the comments, which seemingly will just get ignored. Raider Overhaul WIP's first sticked post "Explanation from ThirdStorm" has more about this, I agree with everything he said. They also took away private release ability which authors used for testing on Xbox.

BTW even if I wanted to, I can't post at all anywhere on there due to the spam filter. Admins told me to ask the mods & mods told me only Admins can fix it. This was over a year ago, and I've just messaged them again. I simply want all contents posted by me(Aside from just my mod) to be removed.
 
No insults intended, Bethesda works for me, i will not wish for any more mods. When they become available fine, if not i will just move on. Enjoy Nexus.
 
No insults intended, Bethesda works for me, i will not wish for any more mods. When they become available fine, if not i will just move on. Enjoy Nexus.
Your options will be greatly expanded if you sign up on the Nexus, I think there are multiple addon packs that are only on Nexus. As well as other stuff like Raider Overhaul, which is possibly getting an update soon.

Honestly your game experience will be elevated to another level if you get MO2 & set up a custom load order. It's pretty intuitive & lets you set the game up exactly as you want it. Vortex is another option, I think they are trying to get it to have the simplicity of the ingame mod browser/manager. Many people love it, you just set up some LOOT rules & it takes care of the load order automatically. From there you can just use "Download with Vortex" & essentially it's like the beth net browser. NMM is great too if you get the Github version. GamerPoets & Gopher have some fantastic video guides for Vortex/MO2/(I believe also NMM).

:agree:Just trying to help out here, personally I cannot think of any reasons to not just use both sites. I mainly use Nexus but I occasionally use the ingame browser, specifically to download mods that are Beth Net exclusive like AndrewCK's stuff. No reason to have to move on when it's very easy to just download it from the Nexus like I have. With Addon Packs & City Plans, from what I can tell they're generally fine wherever they are in the load order so you could just use Beth Net but Nexus download (& manually install to Data Folder) Sim Settlements Addon Packs/City Plans.

0:DNo insults or judgements intended, I am simply hoping I can help you attain a better game experience & utilize all options available to us on Sim Settlements. After all, getting the full options for use with Sim Settlements is >90% of why I built a fairly high end gaming PC. I really believe in this stuff, to basically be the ultimate Fallout experience right now.
 
I know, is Nexus launcher downloaded in the same file as say Steam (where my games are),
or should I look at my games folder?
 
Not quite sure what you're asking about or are getting at here?
 
I am willing to try Nexus, is there a specific drive or folder to down load it to.
It can have its own directory if you want. On set up(I'm assuming NexusModManager) it'll ask you to point to where your game is installed.

I can add more but just want to make sure we're on the same page
 
Yes, downloaded but cannot log in, waiting for support from Nexus, BTW i am still seeing the library list i made with Bethesda., all mods have been deleted. I will start a new list with Nexus, any chance of that list of mods i am seeing, interfering with Nexus?
 
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