File information

Last updated

Original upload

Created by

Fantafaust

Uploaded by

Fantafaust

Virus scan

Safe to use

Tags for this mod

89 comments

  1. LogicZero420
    LogicZero420
    • member
    • 2 kudos
    Locked
    Sticky
    For people who find Nuclear Material difficult to acquire in order to recharge fusion cores, I recommend this mod: https://www.nexusmods.com/fallout4/mods/53964

    Immersive Hunting Overhaul is amazing, it will however occasionally give you Fusion Cores when you disassemble robots, especially Sentries & Sentry like Mechanist robots. Apart from that I believe that it is balanced despite gaining access to more loot because you simply would not tear apart robots for materials and technology if you live in the Fallout 4 world. 
  2. PoonDragoon
    PoonDragoon
    • member
    • 0 kudos
    I'm not sure I completely understand how the fusion generator is supposed to work.

    I see that it can be built either freestanding or docked to a core charger; when it's connected to a settlement power grid it adds 10 Power to the grid for every fusion core it has in its inventory up to a maximum of 60 Power/6 cores, and that it's supposed to add a scaling charge bonus to core chargers.

    Does a fusion generator need to be docked to a core charger in order to confer that charging bonus? If core chargers do get the charge bonus from grid-connected fusion generators, does a single fusion generator improve the charge rate of multiple chargers?
  3. MrJanglies
    MrJanglies
    • premium
    • 1 kudos
    having an issue w/ the electrolysis machine.  If I have all my purified water in my workbench it says I have no purified water & can't run, but if I move it to my personal inventory then the machine says it's started working.  Can anyone else verify?

    Followup.  Slept repeatedly & machine never generated any NM or changed anything regarding my purified water in workbench.  Noticed a few other oddities too.  The 2.3 notes says compacted ID for esl flagging, but the download defaults to esp.  I can mark it light in vortex, but I'm not sure if that's a wise idea since Xedit gives me a Cell warning if I apply the "can be esl-flagged" script.  Finally changing the MCM settings wont save & keep reverting back, which when I ran into that in the past was an issue of me esl-flagging a mod w/o adjusting MCM to match.

    Can anyone verify 2.3 is actively working for them & if they needed to jump thru any hoops to get it going?
    1. Fantafaust
      Fantafaust
      • premium
      • 109 kudos
      Are you on Old Gen or Next Gen?
    2. MrJanglies
      MrJanglies
      • premium
      • 1 kudos
      downpatched to old gen
    3. Fantafaust
      Fantafaust
      • premium
      • 109 kudos
      Well, assuming you were on old gen when you tried this: did you have excess water? It will only use water produced beyond what your settlers need to "survive".
      So if you don't have extra water, or if your settlement supply lines lead to a settlement without sufficient water that draws the excess there first, the electrolysis machine will do nothing
  4. almightyk
    almightyk
    • member
    • 9 kudos
    I am having issues with the Electrolysis Machine. It works fine when I first set it up, but after it starts running it is impossible to interact with it in workshop mode, it can not be moved, scrapped, or even have a wire reattached if you remove the wire.
  5. PaulChaos
    PaulChaos
    • member
    • 0 kudos
    Hi! I am having an issue, I have two of the fusion core charging stations, and each one has the addon where you put 6 cores in to speed it up. One of them works fine, the other charges at 0% (and thus does nothing). I have tried storing and retrieving it, moving it, all sorts, but nothing can make it work. I have both of the stations at the same settlement, if that makes a difference to anything...

  6. glencoe2004
    glencoe2004
    • supporter
    • 0 kudos
    Hi, where is the Electrolysis Machine in the workshop menu?
  7. ENGvideos
    ENGvideos
    • member
    • 0 kudos
    Im curious If  you plan on making a mod similar to this where you can do that reverse where you give power using fusion cores like a generator and lets say you have 6 slots each gives more power.

    1 FC = 10 Power
    2 FC = 20 Power
    ect. or could do bonus power or more fusion cores.

    1 FC = 10 Power
    2 FC = 25 Power

    I think it would be very cool for those of us who find them EVERWHERE.  Love the mod tho!
  8. Guys, do I need level 4 science to build a generator? (it shows me that yes)
    1. Fantafaust
      Fantafaust
      • premium
      • 109 kudos
      Unless you have a mod that changes your perks, no
    2. arctic4161
      arctic4161
      • premium
      • 12 kudos
      I have the same issue and I only have this mod, the unofficial patch, and textures installed.

      Edit: there are two different generators that look the same. Ones a generator from a DLC and then there's one from this mod that's under miscellaneous that recharges fusion cores.
  9. mirokusenpai
    mirokusenpai
    • member
    • 1 kudos
    I think it would be better if they made a Perk like in Fallout 76 where the fusion cores recharge when there are energy attacks.
  10. sdsd8452
    sdsd8452
    • premium
    • 14 kudos
    I think that charging efficiency is too low...
    It consumes 50 nuclear materials to fully charge a fusion core without any bonus core connected.
    Furthermore, with 6 bonus cores connected, it still needs 9(12*9=108 points) nuclear materials to fully charge a core. And y'know nuclear material is quite rare... It's just more economic to buy a new one from merchants, which only costs around 200 caps, rather than recharging one with 9 NMs.

    I hope there is a version with better efficiency, like 50% better or 100% better. I dug into the esp file with FO4edit myself, but most of functions rely on scripts and that"s beyond my capabilities.

    Otherwise, everything works as intended just except minor graphical glitch when removing bonus cores through quick-loot menu. Mod design, scripting, etc are the best among fusion core mods here in Nexus. I can't imagine the amount of work the author took to make 100 independent charging threads behind the scenes.
    1. Fantafaust
      Fantafaust
      • premium
      • 109 kudos
      Ah, I didn't think of that too much since I play with mods that remove the Fusion Cores from merchants and make them rare in other leveled lists.
      I will consider some way to make the charging more efficient but still fair. Perhaps an upgrade of some kind or another attachment, perhaps just having it based on Science! level to increase the charge efficiency of the generator cores.

      It did indeed take a long time and a lot of research to find a way to actually charge cores accurately since there's no way to do it via script function, there are a lot of moving parts involved :)
    2. WraithofShadow
      WraithofShadow
      • member
      • 1 kudos
      Another option to consider would be adding a sliding scale in the MCM Menu, that way people could optionally balance it to their specific game.
    3. naoteinteressa
      naoteinteressa
      • member
      • 0 kudos
      Sliding scale in the mcm is the way to go
    4. Ironlegacy
      Ironlegacy
      • member
      • 0 kudos
      Adding a slide to this would be dope
    5. Fantafaust
      Fantafaust
      • premium
      • 109 kudos
      MCM slider has been added to the new beta version, which is also intended to check all connected workshops(via caravans) for Nuclear Materials as well.
      Please do report bugs.
    6. Raff876
      Raff876
      • member
      • 1 kudos
      Ah, I didn't think of that too much since I play with mods that remove the Fusion Cores from merchants and make them rare in other leveled lists.

      Any specific, or will any mod that do that will do?
    7. Fantafaust
      Fantafaust
      • premium
      • 109 kudos
      Any mod should be fine
  11. Dannyheads
    Dannyheads
    • premium
    • 0 kudos
    Anyone have any luck on getting this to work on newest update?