Your issue will likely be related to the new Workshop Framework power grid check feature
When a power grid error is found it will be fixed - which in my experience means all the wires stop working and requires you to re-wire - I believe it drops the power grid when it is fixed as its the only way to do so, and all objects are on a new power grid, but the wires are not part of it.
From the
Workshop Framework Github Change log:
- [F4SE Users] Workshop Framework now has code to repair/reset the power grid.
- By default, WSFW automatically repairs/resets corrupt power power grids when entering a settlement. These options can be turned off in MCM or the Workshop Framework Controls holotape.
- Note that when a power grid is repaired or reset, it will prevent the game from crashing due to corrupt power grid nodes, but some of those grids will need to be refreshed to make the power work again visually - such as lights being on. To do this, either rewire something on the grid, or pick up an item in the grid and put it down again.
- [F4SE Users] MCM and the Workshop Framework Controls holotape have a new section under Tools: Power Grid Tools. This offers four options:
- Repair Power Grid: This will analyze the local power grid and attempt to remove any invalid nodes so that the power grid functions once more.
- Reset Power Grid: This removes the local power grid, ensuring all corruptions are eliminated.
- Scan Power Grid: This will dump the details of the power grid to wsfw_identifier log inside of the Documents\My Games\Fallout4\F4SE\ folder.
- Force Transmit Power: This will attempt to cause all power involved items to transfer power, triggering animations - this can be useful after running a layout or Sim Settlements City Plan where some of the items failed to power up correctly.
So first have a go with trying "Force Power Transmission"
Otherwise on your current game you may have to turn off the new feature - you could then go and use manual "Scan Power Grid"
You could try
R2K's Gameplay Mods - 0005. Power Grid Tools 1.4
Used through the console
(I also use
Better Console as it provides a heap more info on objects in the conosle)
I think this is pretty much what has been incorporated into Workshop Framework
However it also has the ability to list every powered object entry in a particular power grid
use 'cpg' in console to get it to check and report on the number of different power grids. (don't use 'cpg 1' as it will attempt to fix the error and you won;t know whats causing it).
Example:
If it reports an error use 'pg 1' to get a list of all the powered object on power grid 1 (increase the number to check the next power grid as required).
Any error will have INVALID {FORM?} [ID number]
(I think it says form, it's been a while since I last saw it)
Now it's been a while since I have found errors, so I can't remember if you can jump to the objects location:
First 'tcl' to turn off collision on the player (so you don't fall at the location), then 'player.moveto {
ID #}'
the screen will go blank - with the vault-tec logo bottom right and when you appear you will be at that objects location for you to look about and see it.
(You can 'PRID {
ID#}' use 'getpos x' 'getpos y' 'getpos z' to get the broken objects location - or use better console's menu to show it.)
Another way is to note the ID down, head on back to earlier saves and enter 'PRID {
ID#}' (if using Better Console it will have a name of an object which makes it easy to see what it is) also wouldn't hurt to do a power grid check 'cpg'
If you do find it, then I would scrap that object and replace with new one. You could try in your current save, but may need to roll-back to an earlier one.