My transfer settlements likes to randomly not attach wires to my recruitment beacons and population mgmt terminals when importing (surely load order, not blaming the mod), so this is a great find. Thank you!
I see that CDante hasn't updated Transfer Settlements for NextGen, hmmm! Probably because it was rolled into the Workshop Framework system by Kinggath?
I tried the WF transfer a while back and preferred TS, but I can’t remember why. I may give it another shot, but aside from the occasional missing wires TS works perfectly for me. I’m still using GOG .163 though so can’t comment on NG compatibility, not that I will use it even when it comes to GOG.
Would this mod conflict with workshop Frameworks FAUX POWERED setting for Sim Settlements 2? I like to place extra lights and turrets to make defense missions less tedious, but I dont want to cause a crash mid playthrough. thanks.
Nice mod, generally works fine although I find sometimes wall lights will have powered off so I have to place them again to get the lights back on, presume it's either a game issue or mod conflict ?
Seems it was user error, I'm using sim settlements 2 and have turned it on where stuff can break and needs repair, even though I have multiple generators connected by wires all to the same points, it seems the closest generator to the light and the wireless connector I was using, had broken down and needed repairs, once repaired the light works again.
The Wireless Power Armor Displays' lights became purple...I have verified the power and other lights are working properly. I have stored and redeployed the displays but the problem persists.
Sounds like an amazing mod and would perfectly suit me, as I'm not a settlements guy and especially hate the wiring stuff. Sadly the mod does not show up in the Power menu. I've tried multiple things with load order, menu repair, completely uninstalled this mod and Settlements Menu Manager. Reinstalled SMM, repaired menus, installed WWI again, nothing works, it just doesn't show up. Makes me sad :( I've installed PCPO now and this works like a charm, but still would very much prefer WWI for the wireless turrets and beacon and such. I tried this on a current playthrough, maybe I start a new playthrough to see if this is maybe the problem. If anyone has any suggestion let me know. As I said, I've already tried the reinstall, repair option, changed load order, all to no avail.
I just tested a new game, cleared Sanctuary, went to the Workbench - it's not there. That's really weird. I have no mods installed that mess with menus, at least to my knowledge. Only other mods that mess with the workbench is Workshop Framework, Sim Settlement 1 and Faster Workshop. I do some more testing if I can find the troublemaker and report back.
UPDATE Okay, here we go. I've uninstalled Faster Workshop (https://www.nexusmods.com/fallout4/mods/35382) and WWI, then fresh installed WWI and loaded the new game - the menu is now there. Then I re-installed Faster Workshop and loaded the game again, menu is still there! So there seem to be a problem with Faster Workshop when it is installed before WWI. Faster Workshop is not a normal mod, so it does not appear in the load order, it's a F4SE plugin dll. I assume the plugin has to know which menus are there in the workshop upon first launch and mods that change workshop menus after FW was first launched are unknown to the plugin. That's just a guess, because I'm not a modder, but it sounds logical to me.
Now I'm very happy that it works, because this mod is awesome. Thank you for sharing it with us, thumbs up and endorsed! :)
Sounds odd since I use Faster Workshop. Good that you got it going though.
The only other thing that I could think of was to be sure that SMM is installed before this (and other workshop) mods. Especially if you have older ones that direct-edit the menu - those need to be first.
The point of connectors is that they transfer power - for the 0-range options, they don’t radiate. This allows a player to put wiring through an area without dropping dozens of power-radiating points in a small area.
If you are wanting to know why two connectors cannot “join” wirelessly, from memory they can. It appears to be a game bug and is very flaky, so I don’t trust them at all.
I’m in progress with making pass-through connectors, more testing required. Plus a few more wireless items.
Argh - I found this mod about a week after essentially making a cut down version myself that does the same thing (except by overriding the original versions so when Sim Settlements builds them they are already wireless - I don't use self powering on city plans).
I found with my version that turrets don't power automatically if you place them and then afterwards supply the power to the area. You need to pick them up in workshop mode and put them down again. Yours seems to do the same. Does that happen on your game as well, or is it just mine?
It happens in my game as well, yes. It seems to be a game-engine limitation: the original items never expected to be wireless-powered, so they don't auto-start if placed before wireless power is available.
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https://www.nexusmods.com/fallout4/mods/13394
That and an upcoming SimSettlements plot are why I made this mod.
I see that CDante hasn't updated Transfer Settlements for NextGen, hmmm! Probably because it was rolled into the Workshop Framework system by Kinggath?
I've installed PCPO now and this works like a charm, but still would very much prefer WWI for the wireless turrets and beacon and such. I tried this on a current playthrough, maybe I start a new playthrough to see if this is maybe the problem.
If anyone has any suggestion let me know. As I said, I've already tried the reinstall, repair option, changed load order, all to no avail.
I do some more testing if I can find the troublemaker and report back.
UPDATE
Okay, here we go. I've uninstalled Faster Workshop (https://www.nexusmods.com/fallout4/mods/35382) and WWI, then fresh installed WWI and loaded the new game - the menu is now there. Then I re-installed Faster Workshop and loaded the game again, menu is still there! So there seem to be a problem with Faster Workshop when it is installed before WWI. Faster Workshop is not a normal mod, so it does not appear in the load order, it's a F4SE plugin dll. I assume the plugin has to know which menus are there in the workshop upon first launch and mods that change workshop menus after FW was first launched are unknown to the plugin. That's just a guess, because I'm not a modder, but it sounds logical to me.
Now I'm very happy that it works, because this mod is awesome. Thank you for sharing it with us, thumbs up and endorsed! :)
The only other thing that I could think of was to be sure that SMM is installed before this (and other workshop) mods. Especially if you have older ones that direct-edit the menu - those need to be first.
The point of connectors is that they transfer power - for the 0-range options, they don’t radiate. This allows a player to put wiring through an area without dropping dozens of power-radiating points in a small area.
If you are wanting to know why two connectors cannot “join” wirelessly, from memory they can. It appears to be a game bug and is very flaky, so I don’t trust them at all.
I’m in progress with making pass-through connectors, more testing required. Plus a few more wireless items.
I found with my version that turrets don't power automatically if you place them and then afterwards supply the power to the area. You need to pick them up in workshop mode and put them down again. Yours seems to do the same. Does that happen on your game as well, or is it just mine?
—edit—
The same issue occurs with my enhanced turrets mod. A peculiarity of the game.