stevefiggy Posted February 20, 2018 Author Share Posted February 20, 2018 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..Yes that would be great but the Mod has to do with rebuilding the electric infrastructure in the commonwealth. But listen, I think player should do a side quest in order to get the electric grid in the Commonwealth back up and running again; this would allow the player to tap into the electric grid in order to power settlements. What would basically happen is... after the player finishes the side quest and gets the electric grid working; then various Power Transformers (which will be located in each settlement and are connected to the rest of the grid) will be activated and will be able to be used as a source of electricity. You see originally proposed that the electricity coming from a power plant would 'ACTUALLY' be transmitted though the Overhead Power Lines in the game. In fact There would be no purpose to 'ACTUALLY' transmit electricity though the Overhead Power Lines, 'but the mod would make it seem that way to the player', while in reality the electricity would be generated by a power transformer on each settlement but only after the player finishes a quest to get the electric grid up and running and therefore activating those power transformers for use. Power transformers would simply be generators that 'once activated' would supply electricity to a settlement, while making it seem to the player as if the electricity is coming from the electric grid, Link to comment Share on other sites More sharing options...
stevefiggy Posted February 20, 2018 Author Share Posted February 20, 2018 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-sourcein a MemoryDenVirtualHolodeck new lands cell, where you know that nothing will ever ever attack it hehe. at what point does this not become likeAny 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 containerfor 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 celland, 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. Yes all these are great, we need to build a team to make a mod like this possible. Link to comment Share on other sites More sharing options...
jkruse05 Posted February 21, 2018 Share Posted February 21, 2018 (edited) ... listen, I think player should do a side quest in order to get the electric grid in the Commonwealth back up and running again; this would allow the player to tap into the electric grid in order to power settlements. What would basically happen is... after the player finishes the side quest and gets the electric grid working; then various Power Transformers (which will be located in each settlement and are connected to the rest of the grid) will be activated and will be able to be used as a source of electricity. You see originally proposed that the electricity coming from a power plant would 'ACTUALLY' be transmitted though the Overhead Power Lines in the game. In fact There would be no purpose to 'ACTUALLY' transmit electricity though the Overhead Power Lines, 'but the mod would make it seem that way to the player', while in reality the electricity would be generated by a power transformer on each settlement but only after the player finishes a quest to get the electric grid up and running and therefore activating those power transformers for use. Power transformers would simply be generators that 'once activated' would supply electricity to a settlement, while making it seem to the player as if the electricity is coming from the electric grid, This sounds perfectly reasonable and doable. I propose, as well, that there be more than one thing that needs to be fixed, and each thing that you fix enables power in settlements within that region. So one quest might be to restart the reactors in a civic power building, but another might be to climb a couple cable towers (make them similar to the radio towers in Far Cry 3) and connect new cables. Another could be searching for broken lines underground, in the sewers. Then, like you said, power is enabled through a transformer, or maybe more than one, in 5-6 settlements in that region upon completion of the quest. Hell, you could have multiple quests in each region, and the more stuff you fix the more power you get from your transformers. This is starting to sound like a missed opportunity for Bethesda to implement a larger variety of quests related to settlements, or more than just killing things anyway. Edited February 21, 2018 by jkruse05 Link to comment Share on other sites More sharing options...
stevefiggy Posted February 22, 2018 Author Share Posted February 22, 2018 (edited) ... listen, I think player should do a side quest in order to get the electric grid in the Commonwealth back up and running again; this would allow the player to tap into the electric grid in order to power settlements. What would basically happen is... after the player finishes the side quest and gets the electric grid working; then various Power Transformers (which will be located in each settlement and are connected to the rest of the grid) will be activated and will be able to be used as a source of electricity. You see originally proposed that the electricity coming from a power plant would 'ACTUALLY' be transmitted though the Overhead Power Lines in the game. In fact There would be no purpose to 'ACTUALLY' transmit electricity though the Overhead Power Lines, 'but the mod would make it seem that way to the player', while in reality the electricity would be generated by a power transformer on each settlement but only after the player finishes a quest to get the electric grid up and running and therefore activating those power transformers for use. Power transformers would simply be generators that 'once activated' would supply electricity to a settlement, while making it seem to the player as if the electricity is coming from the electric grid, This sounds perfectly reasonable and doable. I propose, as well, that there be more than one thing that needs to be fixed, and each thing that you fix enables power in settlements within that region. So one quest might be to restart the reactors in a civic power building, but another might be to climb a couple cable towers (make them similar to the radio towers in Far Cry 3) and connect new cables. Another could be searching for broken lines underground, in the sewers. Then, like you said, power is enabled through a transformer, or maybe more than one, in 5-6 settlements in that region upon completion of the quest. Hell, you could have multiple quests in each region, and the more stuff you fix the more power you get from your transformers. This is starting to sound like a missed opportunity for Bethesda to implement a larger variety of quests related to settlements, or more than just killing things anyway. You totally nailed it! Your ideas are great for this sort of concept, and if we could build a team to get this Mod into existence that would be awesome because I think Fallout 4 needs it; Also it should be crucial that a this Mod be lore friendly, A main quest should include the Poseidon Energy location found in the Commonwealth because it seems to be the only power plant which formerly supplied power before the Great War. But lets discuss more about this, If there are any more ideas you have I'd be happy to hear them. Edited February 22, 2018 by stevefiggy Link to comment Share on other sites More sharing options...
DaveBoynton Posted February 22, 2018 Share Posted February 22, 2018 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. Link to comment Share on other sites More sharing options...
pra Posted February 22, 2018 Share Posted February 22, 2018 This sounds perfectly reasonable and doable. I propose, as well, that there be more than one thing that needs to be fixed, and each thing that you fix enables power in settlements within that region. So one quest might be to restart the reactors in a civic power building, but another might be to climb a couple cable towers (make them similar to the radio towers in Far Cry 3) and connect new cables. Another could be searching for broken lines underground, in the sewers. Then, like you said, power is enabled through a transformer, or maybe more than one, in 5-6 settlements in that region upon completion of the quest. Hell, you could have multiple quests in each region, and the more stuff you fix the more power you get from your transformers. This is starting to sound like a missed opportunity for Bethesda to implement a larger variety of quests related to settlements, or more than just killing things anyway.This sounds good.I think you can't actually create a cable, like the ones in workshop mode, via script, though. SimSettlements couldn't do it either.There are some assets which could be salvaged. Like, these fuseboxes from the USS Constitution. Place them at certain locations, like towers or sewers, and have the player replace cables or fuses there. After the player fixed it, power gets enabled in a certain area. Simplest case: two points, and the rectangle between them counts. Each fixable "thing" has one or more such areas in it's script, and when you repair it, these areas get added to a central quest. Then, in settlements, have a buildable "Transformer Box". Basically a generator which produces 100 power, or even more. You can only have one per settlement. When built, it checks the position of the settlement's map marker, whenever it's within one of the areas of the aforementioned quest. If not, it's power output gets reduced to 0. On activate, it will redo that check, and if you unlocked the area, it will start generating power. This way, it would even work in custom settlements. You could have power unlock quests like: A fusebox and a circuit breaker in a sewer. You can activate it, it consumes one fuse, if you have it. Then you can flip a circuit breaker. The fuse burns out, because something is shorting the wires down the line. You go investigate, find some mirelurks which built their nests right on top of the wires. After killing them, you can remove it, and now the fuses stay there and power is restored. Or, there are still some of these plutonium wells, in concord for example. You could repair them with some nuclear material and circuitry, that unlocks power for Sanctuary and Red Rocket. Link to comment Share on other sites More sharing options...
stevefiggy Posted February 22, 2018 Author Share Posted February 22, 2018 (edited) This sounds perfectly reasonable and doable. I propose, as well, that there be more than one thing that needs to be fixed, and each thing that you fix enables power in settlements within that region. So one quest might be to restart the reactors in a civic power building, but another might be to climb a couple cable towers (make them similar to the radio towers in Far Cry 3) and connect new cables. Another could be searching for broken lines underground, in the sewers. Then, like you said, power is enabled through a transformer, or maybe more than one, in 5-6 settlements in that region upon completion of the quest. Hell, you could have multiple quests in each region, and the more stuff you fix the more power you get from your transformers. This is starting to sound like a missed opportunity for Bethesda to implement a larger variety of quests related to settlements, or more than just killing things anyway.This sounds good.I think you can't actually create a cable, like the ones in workshop mode, via script, though. SimSettlements couldn't do it either.There are some assets which could be salvaged. Like, these fuseboxes from the USS Constitution. Place them at certain locations, like towers or sewers, and have the player replace cables or fuses there. After the player fixed it, power gets enabled in a certain area. Simplest case: two points, and the rectangle between them counts. Each fixable "thing" has one or more such areas in it's script, and when you repair it, these areas get added to a central quest. Then, in settlements, have a buildable "Transformer Box". Basically a generator which produces 100 power, or even more. You can only have one per settlement. When built, it checks the position of the settlement's map marker, whenever it's within one of the areas of the aforementioned quest. If not, it's power output gets reduced to 0. On activate, it will redo that check, and if you unlocked the area, it will start generating power. This way, it would even work in custom settlements. You could have power unlock quests like: A fusebox and a circuit breaker in a sewer. You can activate it, it consumes one fuse, if you have it. Then you can flip a circuit breaker. The fuse burns out, because something is shorting the wires down the line. You go investigate, find some mirelurks which built their nests right on top of the wires. After killing them, you can remove it, and now the fuses stay there and power is restored. Or, there are still some of these plutonium wells, in concord for example. You could repair them with some nuclear material and circuitry, that unlocks power for Sanctuary and Red Rocket. These are some great outlines for quests; I'm sure a lot of our ideas could be implemented in this mod. Another idea I have is a power management program that the player could use on their Pipboy to manage the electric grid once they finish all of the quests in the mod; this would be a good asset to the player if they want to redirect power or give certain settlements more or less power from what is available; However this would probably be worked on more down the line in the development of this mod. Edited February 23, 2018 by stevefiggy Link to comment Share on other sites More sharing options...
stevefiggy Posted February 23, 2018 Author Share Posted February 23, 2018 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.Also I like the idea of substations throughout the commonwealth and also looking for parts to get everything back up and running. Lets start development on this! Link to comment Share on other sites More sharing options...
stevefiggy Posted March 5, 2018 Author Share Posted March 5, 2018 Who wants to do this! Link to comment Share on other sites More sharing options...
cartman1975 Posted March 8, 2018 Share Posted March 8, 2018 I think you can't actually create a cable, like the ones in workshop mode, via script, though. SimSettlements couldn't do it either. I think it should be possible to fix the existing overhead powerlines and create new towers, poles and cables with the creation kit like any other item or structures. So they could appear when a defined quest is finished. But as already mentioned, this would only be cosmetic without any function. The actual power source would be something like a fusebox which has to be build in ever settlement with the same logic like any generator. i think there are already fuseboxes as power source available. I have never done anything like that, but i would guess that it is not that complicated. But this would not change the gameplay in any way, even with a small "kill them all and press the button" quest. To make it more attractive, the quest needs to be more attractive. So what you need to find is an experienced modder willing to write an interesting and challenging quest. To increase the chance to find somebody, you should download the creation kit and start building the power lines across the map and release it as mod. Even without any modding experience, this could be achieved within a few days. Just watch some youtube tutorials how to use the creation kit. Link to comment Share on other sites More sharing options...
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