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I wanted to see if anyone else has found or identified issues with broken power grids in city plans.
Possibly related to removing plots in city plans.
Applicable to errors that seem to only occur as city plan upgrades through levels.
(ie: that you don't get if you use layouts)
To check your power grids use R2K's Gameplay mod - 0005. Power Grid Tools 1.4
Background for me
As I work through a few changes to further improve my Croup Build, I was getting a broken power grid.
I am not getting a broken power grid when I import a layout of the city level - indicating it is possibly related to how the city plan is implemented.
Looking at the ID of the Invalid node (using R2K's Gameplay mod ) and comparing it to the previous level it pointed to an interior Martial plot.
This particular martial plot is removed as the city transitions from level 1 to level 2.
I then went to my Level 1 city plan save, (not my build - but an in game city plan), I then scrapped the martial plot just before I upgraded to level 2.
When it was done, I ran the power grid check, and it reported the power grid had no errors - Yay!
It doesn't happen in every situation though, I have other plots that are removed, and don't get power grid errors.
In level 2 the martial plot space has a new residential plot put into it. It is different by 180 degrees in rotation and offset slightly, (by about 10 steps).
In earlier builds I had identified errors with non-plot objects.
These were lights that I had used Place Everywhere's nudge feature to move about.
Running cpg in the city plan level build didn't pick up any errors, it was only when I was testing the city plan that the errors occurred.
After finding the ID and I went back to the build save and got rid of the objects, then upon city plan testing I no longer got those related errors.
Yes - it can be a long process - to check my city plan (getting full plot updates to check all aspects) it takes around an hour and a half to upgrade foundation through to level 3.
Possibly related to removing plots in city plans.
Applicable to errors that seem to only occur as city plan upgrades through levels.
(ie: that you don't get if you use layouts)
To check your power grids use R2K's Gameplay mod - 0005. Power Grid Tools 1.4
- once Power Grid Tools 1.4 is enabled, type in the console "cpg" to check the power grid
- cpg reports errors but doesn't identify the actual issue
- cpg reports how many power grids there are and the total number of "nodes" (power related objects)
- cpg 1 will fix the error - but I find usually at the expense of breaking every power line wire in the settlement (might be on the particular power gird, but I have only 1 in my settlement).
- pg (showpowergrid) followed by a number will list all the items on that particular power grid
- If you find an error after cpg, run pg {number} to see a list of the nodes in that particular power grid.
- Scroll back up the list, the error/s are shown as [INVALID NODE] ff001010 - (the last part is ID of the broken node)
- If in a city plan test record the ID, then load a save for the lower city plan level
- (you can check again for errors)
- you need to find what that error ID is on this lower level
- pg {#} will give the name of the item - if you only have a few it might be easy to recognise - go and select and find the match
- I use PRID {ID} and look at the information I get from Kassent's Better Console - F4SE
- Or, toggle collisions tcl, then use player.moveto {ID} screen will go blank to load location and you appear beside the object. tcl is so you won't fall back to the ground once you are placed there.
- In console click the items to find the problem object.
- Now you know - you will need to go back to your city plan level build and sort the object out.
- Some ways to fix, try repositioning, scrapping/removing, alternative objects....
- Then export, re- package, re-test, re-check
Background for me
As I work through a few changes to further improve my Croup Build, I was getting a broken power grid.
I am not getting a broken power grid when I import a layout of the city level - indicating it is possibly related to how the city plan is implemented.
Looking at the ID of the Invalid node (using R2K's Gameplay mod ) and comparing it to the previous level it pointed to an interior Martial plot.
This particular martial plot is removed as the city transitions from level 1 to level 2.
I then went to my Level 1 city plan save, (not my build - but an in game city plan), I then scrapped the martial plot just before I upgraded to level 2.
When it was done, I ran the power grid check, and it reported the power grid had no errors - Yay!
It doesn't happen in every situation though, I have other plots that are removed, and don't get power grid errors.
In level 2 the martial plot space has a new residential plot put into it. It is different by 180 degrees in rotation and offset slightly, (by about 10 steps).
In earlier builds I had identified errors with non-plot objects.
These were lights that I had used Place Everywhere's nudge feature to move about.
Running cpg in the city plan level build didn't pick up any errors, it was only when I was testing the city plan that the errors occurred.
After finding the ID and I went back to the build save and got rid of the objects, then upon city plan testing I no longer got those related errors.
Yes - it can be a long process - to check my city plan (getting full plot updates to check all aspects) it takes around an hour and a half to upgrade foundation through to level 3.