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Lets Make a Mod Like This Possible!


stevefiggy

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My idea of a new mod for Fallout 4 stems from the electrical infrastructure of the United States. Instead of each settlement in the Commonwealth producing their own power separately; why can't the power just come from one place. There would be a single power station in the Commonwealth that would supply power to the various settlements. The electricity generated form this power station would be distributed to the settlements by an infrastructure of pre-attached Overhead Power Lines ( See this>> https://en.wikipedia...head_power_line ). This is the type of Overhead Power Line that Abernathy Farm is built around. The player would have to fix several Overhead Power Lines that are not connected to one another by attaching their wires together, this would be done in a side quest. Once the several Over Head Power Lines are fixed, then the power from them can be distributed to settlements by telephone poles See This >>> https://www.eia.gov/energyexplained/images/transmission.jpg . It would be somewhat of the same type of power distribution system that you see in the United States. Let's discuss how we could make this possible. This would be pretty cool to see in the game!!

Edited by stevefiggy
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For this to belivable one need to add many more Overhead Power Lines to the map.
I have been thinking of this idea myself, on just one settlement supplying energy.
What one can possibly do is make it so that some of the major spots (sanctuary, Castle, Starlight and so on) have it maybe?

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For this to belivable one need to add many more Overhead Power Lines to the map.

I have been thinking of this idea myself, on just one settlement supplying energy.

What one can possibly do is make it so that some of the major spots (sanctuary, Castle, Starlight and so on) have it maybe?

The mod would already include newly added Overhead Power Lines, the player however would have to reattach broken ones that have fallen wires in order to supply the rest of the grid with electricity, this would be done in a side quest. And it wouldn't just be limited to the main settlements such as Sanctuary, The Castle, or Starlight. Electricity would be supplied to all settlements except for a few such as Spectacle Island; or any other settlement found outside the Commonwealth such as the ones found in the DLC's Far Harbor and NukaWorld. This is the type of power distribution I'n talking about >>> https://www.eia.gov/energyexplained/images/transmission.jpg ; See this also >>> https://www.eia.gov/energyexplained/index.cfm?page=electricity_delivery for a more detailed look on the electric distribution system in the United States. Mostly we'll just be working with the picture that I had previously provided.

Edited by stevefiggy
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There is a somewhat similar mod: https://www.nexusmods.com/fallout4/mods/19704

It allows you to access some pre-existing pre-war power lines, in some settlements.

 

For actually sharing power between settlements, this would be diffictult script-wise, I think. You would pretty much have to reimplement a power system in papyrus. I suppose you could have constructible power nodes, which track the power surplus or deficit of the settlements they are in. Then do some dark magic to distribute the surplus power to deficit settlements.

But even if you come up with a good formula, the whole workshop stuff is very unreliable.

 

Maybe something else: you have two different nodes, one which drain power and ones which give power. Both can be configurable, or just use/give 10 power and you have to build several. Your power pool is just the sum of the power reqs of all powered drains. Then you have a function which iterates through all outlets, and turns them on or off, depending on whenever you have enough power left in the pool or not.

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This idea for a single power plant, is somewhat addressed in the Nuka World DLC. It's actually part of a main quest. I'm not sure how that is implemented. A suggestion, keep the central power plant, but have substations in different areas of the map. These could be fed by underground supply lines, then go above ground, to your user destinations. Natic power substation is one example, this might be simpler than Power pylons, especially in a city type environment. Just tossing out ideas.

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There is a somewhat similar mod: https://www.nexusmods.com/fallout4/mods/19704

It allows you to access some pre-existing pre-war power lines, in some settlements.

 

For actually sharing power between settlements, this would be diffictult script-wise, I think. You would pretty much have to reimplement a power system in papyrus. I suppose you could have constructible power nodes, which track the power surplus or deficit of the settlements they are in. Then do some dark magic to distribute the surplus power to deficit settlements.

But even if you come up with a good formula, the whole workshop stuff is very unreliable.

 

Maybe something else: you have two different nodes, one which drain power and ones which give power. Both can be configurable, or just use/give 10 power and you have to build several. Your power pool is just the sum of the power reqs of all powered drains. Then you have a function which iterates through all outlets, and turns them on or off, depending on whenever you have enough power left in the pool or not.

 

I'm gonna use the Access Pre-War Power Lines Mod as a reference to this idea. I'm sure all this can be possible if a team can't be built together in order to make this Mod possible and improve upon it over time. There is a lot of things that can stem forth if such an elaborate mod existed. A mod like this would be great for people that use Sim Settlements!

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This idea for a single power plant, is somewhat addressed in the Nuka World DLC. It's actually part of a main quest. I'm not sure how that is implemented. A suggestion, keep the central power plant, but have substations in different areas of the map. These could be fed by underground supply lines, then go above ground, to your user destinations. Natic power substation is one example, this might be simpler than Power pylons, especially in a city type environment. Just tossing out ideas.

Yea dude those are so great ideas for a mod like this

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How about place a reciever connector something in a settlement that "produces" as much energy as is left from the surplus of the energy output of that big powerplant? So you turn, the red rocket station near Sanctuary hills into one Big power plant, full of fusion reactors or even those vault reactors after the vault 88 quest is done. Then you place an energy transmitter item connected to all those reactors, and this transmitter item is directly "sending" its energy output to every reciever in every settlement on the map that has one build.

 

The design of both transmitter and reciever could be.. whatever you see fit.. if its a big tower with powerlines that vanish in the sunset.. or some pipes that dissaper into the ground..

Edited by Simpson3k
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these kinds of chats are always awesome.

I recommend Massigest's stuff as well.

 

and 'better settlement menus' to cover your para-settlements/build-anywhere stuff too.

you'll probably all want to build your quelle-primary-power-source

in a MemoryDenVirtualHolodeck new lands cell, where you know that nothing will ever ever attack it hehe.

 

 

 

at what point does this not become like

Any Door To Any Where "matched container pairs" etc?

its a hidden container associated to the power-group,

with like "set i = 30 power"...

each settlement hidden container feeds into the global power available maxcap container

for the 'better settlement menu' power metric.

 

hint, this is going to verge on hyperdefinition 'hilbert grand hotel' / "Is A* in A" hehe.

 

total maxcap is not "any time T available",

as I reflected in the "water purifier framework" and "better economy of the wasteland" mods threads...

 

ie... so, you now have asymmetric uninterruptible power,

you put your power source in an interior-new-lands cell

and, no crops on site...

 

like, granted, you save space in the settlement itself,

no 'generator whirr noise'.

but, it is game breaking in a way even in survival hehe.

------

 

the transmission losses might go off the nodes from the source cell...

it might be optimal to be < 4 cells, with anything over 7 cells being prohibitive transmission-losses.

similar to how supply lines are calculated,

or, the Regulators of the Commonwealth determines who responds to a Regulator-Call flare.

 

 

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