-
Posts
19 -
Joined
-
Last visited
Everything posted by DaveBoynton
-
Lets Make a Mod Like This Possible!
DaveBoynton replied to stevefiggy's topic in Fallout 4's Mod Ideas
Giving power to each settlement is the easy part, at least it is for me after figuring it out lol. The harder part, at least for me, is doing the quests, scripting etc. What about having substation buildings where you have to go into them and clear out the enemies where the player finds a quest to find parts are needed to get it running, Then the player would set out to gather those parts allowing the player to fix the substation which in turn brings the local power grid online for the settlements that are close by. I like the idea of using the Poseidon Energy location as the main power station which has to be fixed and started back up too. -
Need someone to help develop a Mod
DaveBoynton replied to stevefiggy's topic in Fallout 4's Creation Kit and Modders
Working on a basic set up at the moment for you. Lore wise I would look for a powerstation in the commonwealth and put the workshop and generator there... under the ground so they cannot be seen by the player. -
Need someone to help develop a Mod
DaveBoynton replied to stevefiggy's topic in Fallout 4's Creation Kit and Modders
I mean that's the plan, to re-build the electric infrastructure in the commonwealth; but only to the settlements. I have managed to create this in a test mod I use to figure all this stuff out that there are no tutorials on. I created a way for the player to tap into the power generated. The only thing you have to account for is making sure you provide enough power for all the settlements. It would be a massive job just placing all the power line poles and the splines in between but it is totally possible. Edit: I could rig up a simple version and send you it to work from if you need it. Basically you will need a WorkshopWorkbenchWireOnly and a Conduit (Placed in each settlement area) for the player to connect to. from that all you need to do is link the conduits to the workbench using the keywords "WorkshopLinkPower" and "WorkshopItemKeyword." Then in the Conduit base object window you need to add the actor values PowerGenerated and PowerRadiated. For the PowerGenerated you will have to add a high value so that the player doesn't run out of power for their items. You'll need to make a note of which "Cell" you place your workshopWorkbench in so that when you Loc Ref the conduits you can just add it easily. OH, and then in FO4Edit you have to add all the conduits in the PowerGrid section of the WorkshopWorkbench. -
Need someone to help develop a Mod
DaveBoynton replied to stevefiggy's topic in Fallout 4's Creation Kit and Modders
Sounds like a really neat idea. Best part is that the only power line pole you would have to actually have power at is the first one that's within the settlement area of which you would just ramp up the actor keywords "PowerRadiation" and "PowerGenerated" numbers in CK. You could then use a "WorkshopWorkbenchWireOnly", hidden in the ground so it can't be accessed by the player, and link all power line poles to that with the "WorkshopLinkPower" and "WorkshopItemKeyword". This is basically how I have created power in my mods so that I have things like conveyors, builders, turrets etc running as the player goes through the mod. Edit: All you would need to do is add in somewhere one of those conduits that the player can attach wire to and that's your connection. The rest, poles, would just be there for cosmetics. -
Indoors Power Question
DaveBoynton replied to ferogain's topic in Fallout 4's Creation Kit and Modders
Hi Ferogain, I have got a PowerConnector working in FO4 and have images showing what to do. It won't let me add them to the post even though they are only .JPG and small file sizes. -
Indoors Power Question
DaveBoynton replied to ferogain's topic in Fallout 4's Creation Kit and Modders
Here you go, I have managed a WiFi Heavy Laser Turret using no splines/cables. I don't see why you couldn't do the same with anything that uses power. -
Indoors Power Question
DaveBoynton replied to ferogain's topic in Fallout 4's Creation Kit and Modders
No probs, let me know if you need help. -
Indoors Power Question
DaveBoynton replied to ferogain's topic in Fallout 4's Creation Kit and Modders
Hi there, I managed to get builders and powered conveyors working without using splines. I still had to use xEdit to connect each item to the "WorkshopPowerInteriorFuseboxNoEdit "Fusebox" [ACTI:000CFF77]" Either Way seems to work as I used the exact same method implimented at the home plate cell and it worked but I thinked connecting everything in CK using both the "WorkshopItemKeyword" and "WorkshopLinkPower" works without having to put splines in CK. I also created a new formID and added "WorkshopStartPoweredON" to all objects I wanted to be powered. Image one shows my Fusebox power output links which all powered objects have the same keywords. Image two is my workshop worksbench power grid connections. Edit: If you use splines in your cell for powerlines then just add them in the "Line" section in the power grid. -
Connecting Power Lines in CK
DaveBoynton replied to ReaperTai's topic in Fallout 4's Creation Kit and Modders
I found that you have to use xEdit to shange the item to persistant instead of temporary. Thank you for the reply though. Just trying to figure out how to get none powered conveyor belts running now as the "WorkshopSnapTransmitsPower" doesn't seem to work. -
Interior Workbench Power issue
DaveBoynton replied to chucksteel's topic in Fallout 4's Creation Kit and Modders
Well after days trying all the stuff I could find about power things in CK I finally used FO4Edit and followed the same layout as they used for the home plate power set up. I now have all the items I want powered (conveyor belts and builders) all working, although the builder belt doesn't take the object created to the end of the belt so I have to work out why this isn't working. Dave Edit: The item created now moves along the belt and goes off the end :) CK and FO4Edit can give you some right headaches, lol. -
Modding Conveyors?
DaveBoynton replied to mavmanzero's topic in Fallout 4's Creation Kit and Modders
Hi there, Being that this was posted, almost, a year ago I suspect you have sorted this question. I have only been on this form and modding Fallout 4 for less than a month but would say you'd have to use a 3D modeling program such as 3DS Max or Blender after working out the floor hieghts so it ends up the right hieght. A new texture would be needed to as you would be extending the model beyond it's current UVW layout. I hope you have worked this as I feel it is a great idea and saves linking multiple conveyor lifts to get up higher. Dave- 1 reply
-
- contraptions
- conveyor
-
(and 2 more)
Tagged with:
-
Connecting Power Lines in CK
DaveBoynton replied to ReaperTai's topic in Fallout 4's Creation Kit and Modders
If you want to read the entire thread go to Manipulating Power State with Papyrus Hope this is somewhat helpful. Hi there, I am trying to get this power thing sorted but in FO4Edit I have no idea how you change the "spline" from Temporary to Persistant. I would really appreciate help on this. Thank you in advance, Dave -
Issue with CK that's driving me nuts...
DaveBoynton replied to DaveBoynton's topic in Fallout 4's Creation Kit and Modders
Well, after persisting, I have managed to cure the issue above... No idea why it happened but I deleted both the "CreationKitPref.ini" and "CreationKit.ini" files, found in main Fallout 4 folder and it seems to have sorted it. See below. -
Issue with CK that's driving me nuts...
DaveBoynton replied to DaveBoynton's topic in Fallout 4's Creation Kit and Modders
I have also deleted the "CreationKitPrefs.ini" file and restarted the CK but I'm still having the same issue. -
Issue with CK that's driving me nuts...
DaveBoynton replied to DaveBoynton's topic in Fallout 4's Creation Kit and Modders
The other 4 images included in this post. -
Hi there everyone, I am really hoping that someone out there may have some advice or ideas as to how I solve this really annoying problem. I don't know why this has happened but it has put a halt on my work. I have been continuing with my modding and learning only to fire up the CK and find that I can't see anything in the render window due to it being so dark (See images below): 1) The image 01 is as soon as the Creation Kit has opened I am greeted with this brightly coloured render window, before starting anything or loading anything. 2) Image 02 is what I'm greeted with when I load up any cell, including interior cells as can be seen in image 06. 3) Image 03 is the best I have managed to get it messing with sky, light and forced weather. I have messed with force weather with no real effect, even with "clear skies" the weather/climate at ground level stays dark. (As can be seen in image 04). I have also noticed there is a semi circle shadow, at the bottom of the image, no matter where I look. Also when viewing a model file It now has a really bright background to it making it imposible to see the details of the model (See image 05) Thank you in advance, Dave
-
Hi there all, I am new to Bethesda modding and am having issues. The issue is with getting the builder in my mod to produce other vanilla ammo from the terminal. I am clearly missing something simple. I had hoped that you put the DLC05nativeworkshopbuilderterminal into the cell and attach to the builder for the player to be able to change the ammo type however I get the text in the attached screenshot. I would be happy if the builder would produce a set ammo type too as I would change it so that each builder produced a certain ammo type howerver have no idea how that would be possible. Any help on this matter would be greatly appreciated as this working is the main thing... currently to be sorted in my cell/mod. Thanks to Korodic I have managed to get the builder and conveyors to be powered without a generator. Dave
-
Interior Workbench Power issue
DaveBoynton replied to chucksteel's topic in Fallout 4's Creation Kit and Modders
Hi there, I am new to modding with Ck and have tried this method but for some reason thrle FO4Edit doesn't save the powergrid settings I input. When I go back in they are gone. Have followed everything written above but with no joy. Also, how do you link more than one thing to a single generator as it only seems to allow one keyword, if I add a secound powered item to the generator it just removes the first item a replaces it with the second. I'm trying to build a quest that uses a working factory I am putting together and want all the builders and conveyors running/producing items. Thank you in advance. Dave -
Anyone know how to wire/power items in the Creation Kit?
DaveBoynton replied to Korodic's topic in Fallout 4's Discussion
I have just started modding for Fallout 4 and so I'm learning all this stuff. Thank you in advance for any help from anyone on the above matter. EDIT: I have managed to figure out how to do the changes in the xEdit (FO4Edit). Now, you mentioned that to add all powered items to the generator you must link using the "workshopLinkPower" but it doesn't allow for more than one thing to use that keyword. Whenever I add something it replaces the item. EDIT EDIT: Okay, so I have managed to do all the connections in the FO4Edit and saved it but the Ammo plant I have connected still won't work. When I go back in to the FO4Edit to check the Power grid connections they have vanished... Are they ment to be there all the time or am I ment to make duplicates of the items I want to use before I edit them in xEdit??