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.
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?
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?
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
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.
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...
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!
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.
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.
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 :)
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.
89 comments
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.
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?
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?
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
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!
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.
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.
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 :)
Please do report bugs.
Any specific, or will any mod that do that will do?