This is a very slick mod, but I too saw the issue where the power/water generation of the windmill is not added to the workshop.
To fix the windmill power / water generation, so that it will report to the workshop, requires a property be added to the windmill activator record. Open the esp with fo4edit, expand the activator section, locate the record ending in 267E 'YUFA_Windmill_Pump'.
Add a new Property to this object's Properties:
Actor Value: WorkshopResourceObject
Value: 1
Save the change, reload the game, and the windmill output should now register correctly with the respective workshop.
Hopefully the author will upload a fixed version.....
Is that what causes the greenhouse to not have proper electricity when importing a settlement blueprint? BTW if I recall correctly, by mod design, the windmill is not supposed to provide electricity for the rest of the settlement, just for the objects added by this mod. Tho I have no idea why such restriction.
The greenhouse also seems to have some navmesh issues because the farmers have trouble getting there.
Hi, thank you very much for your information.Really very precise but my ignorance is such that I still managed to have a problem that I hope you can solve.Following your instructions I found the 'YUFA_Windmill_Pump' record and tried adding the property you suggested.Unfortunately when I try to confirm the actor value, it tells me that it cannot be inserted because something is missing.I suspect you also need to put the values inside square brackets starting with "AVIF" followed by a series of numbers.What should I enter?I am absolutely ignorant on the subject and this is the first time ever that I open fo4edit so I have no idea what I'm doing but I am aware that the slightest mistake produces plague and famine and cataclysms in the universe so before modifying something I want to be really sure of what I do, also for personal satisfaction.can you help me?Thank you very much in advance!!!Message written with google translator, I'm also ignorant of English!!!
Many thanks! This worked for me on version 1.0, mid save, with the windmill pump already placed. Loaded into the workshop and all was reading as it should.
Not sure what's going on, the wood textures on the 4 door are blurred and the stone is blurred on both of them. Intended or things not loading properly? I notice in your pictures the stone is blurry in those as well.
As always , Love your mods!! this thing is HUGE like your Barracks building mod!! Any chance for ones half their size for the smaller settlements? Thanks.. I just realized.. I have so many of your mods.. Dance-ola/ Dynamic blinds and all of the these on Nexus. Thank you for making my gameplay enjoyable. they truly have been great.
I don't know about a smaller prefab, but I might consider doing a build set.
Both the original greenhouse and the original barracks building were meshes I did way back when I first started building mods. Never got around to using them for a good 3-4 years, thankfully after I learned to make better models and was able to fix all the mistakes I'd made with them. When I made them I had no idea I'd get into making build sets, I just knew I wanted to use them at some point.
That being said, now I'm familiar with the build set process and think I can expand on the greenhouse set in that direction.
I may want to throw a small suggestion in the hat. If you could create a wall piece that would connect to regular (or one of your custom) wood or brick house buildings.
It might be nice to have them to include them in full on house. Ex.below:
64 comments
To fix the windmill power / water generation, so that it will report to the workshop, requires a property be added to the windmill activator record. Open the esp with fo4edit, expand the activator section, locate the record ending in 267E 'YUFA_Windmill_Pump'.
Add a new Property to this object's Properties:
Save the change, reload the game, and the windmill output should now register correctly with the respective workshop.
Hopefully the author will upload a fixed version.....
The greenhouse also seems to have some navmesh issues because the farmers have trouble getting there.
1.000000
I just realized.. I have so many of your mods.. Dance-ola/ Dynamic blinds and all of the these on Nexus.
Thank you for making my gameplay enjoyable. they truly have been great.
Both the original greenhouse and the original barracks building were meshes I did way back when I first started building mods. Never got around to using them for a good 3-4 years, thankfully after I learned to make better models and was able to fix all the mistakes I'd made with them. When I made them I had no idea I'd get into making build sets, I just knew I wanted to use them at some point.
That being said, now I'm familiar with the build set process and think I can expand on the greenhouse set in that direction.
That would be great!! Please consider making that.
It might be nice to have them to include them in full on house. Ex.below:
Grenhouse House
In any case, you have great mods and I enjoy the one I have dld. Thanks!