SKKmods Posted March 22, 2020 Share Posted March 22, 2020 after deleting(disable/remove from local) all spines, pylons, generator, and placing a new generator in ck, this is my resulthttps://drive.google.com/file/d/1uPLQGZNPCeIYJK9Xuq4TLkhdl5w0wMD3/view?usp=sharing works like a charm If you have found a way to edit the underlying workshop power grid in the creation kit, would you share that method ? Link to comment Share on other sites More sharing options...
speedynl Posted March 22, 2020 Share Posted March 22, 2020 maybe you wana check out this esp(you need the latest version for both game/ck) and see wat i did difrent thenhttps://drive.google.com/file/d/1ec7Ov-aOvuhtd0t7W0iCy_v_GIK4BdMe/view?usp=sharing Link to comment Share on other sites More sharing options...
SKKmods Posted March 22, 2020 Share Posted March 22, 2020 Hi I don't know how to unpick an ESP as I don't know what I am looking for because as far as anyone else knows the workshop power grid is not exposed. Maybe it would be quicker if you could tell us how you edited the workshop power grid in the Creation Kit ... was it a hidden menu option, or an external tool ? I am extremely interested as I would like to include power grid diagnostics in my Workshop Ownership Utilities kit for Xbox. Link to comment Share on other sites More sharing options...
speedynl Posted March 22, 2020 Share Posted March 22, 2020 for so far i can tell nothing was hidden, i just removed the keywords if needed, then picked the spines by hand and used the - menu to disable/hide from localsame for pylons and generator( and pulled all under the ground ) i worked like i always do, just disable/hide nothing fancy, don't know if i did someting difrent then @von(maybe he forgot the iron spines), (there are black and iron 1's) then dropped a new generator and linked it to the wb, saved the esp and headed to the outpost (was never be there in game) and it worked like intended Link to comment Share on other sites More sharing options...
vonBennett Posted March 22, 2020 Author Share Posted March 22, 2020 (edited) I think what the problem is that if you delete any power objects (wires, connectors, generators,etc) in game, then you go into the Creation Kit and disable and/or remove links to the workshop from these power objects, it somehow causing issues where the power scripts are still trying to tie in somewhere? If that makes sense. My settlement mod is ongoing so I add updated settlements as I am playing (never had an issue). So when I first went into Outpost Zimonja, I added a few minimum items so the settlement could function. I deleted the original generator and replaced it with a slight larger one. I also moved some of the original power spires around and hooked up a water pump and recruitment beacon (all in game). Before I started modifying Outpost Zimonja in the Creation Kit, I went back to it, in game, and scrapped everything I built in game. Since I don't use any scrapping mods, I only scrapped things that were originally attended to be scrapped. I must have also scrapped some power items that were the originals? So when I went into the Creation Kit and disconnected the power items from the workshop, disabled them and moved them underground, somehow I created this power display conflict with my current saved game. I don't know, maybe the mod is still trying to have these disabled objects talk to the power script (or whatever it is called) in my current saved game but I had already previously deleted those object in workshop mode in game? What I did was to go back to a really old saved game where I had added those few power objects previously mentioned with the mod enabled and the correct power setting (my mod plus the current power setting with the generator I had created in game) is being displayed and is green. Once again, the correct power setting is being displayed as per the in game photo I had provided but it is in red. In summary, I think the mod will work fine for those who have not done anything with Outpost Zinomja's power objects (as Speedynl had done), or that they load up the mod and then delete all non-mod power objects in game. As far as I am concerned, I am not sure I can fix my current saved game and may just live with the red power number for that settlement??? Edited March 22, 2020 by vonBennett Link to comment Share on other sites More sharing options...
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