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Continuous power issues

fatherjimbo

Member
Messages
62
I'm getting tired of having to re-wire Sanctuary every time I leave and come back. I've got the latest updates with hotfixes. I've started a fresh new game. It's poles and wires I have placed. I'm willing to concede I'm doing something wrong but I can't imagine what it is. I've wired towns before. It's not complicated. But every time I leave the area and come back power is in the red and every.damn.wire has to be reconnected. I'm tired of it. I'm at the point were I just want to disable the requirement. Is there a way to do that?
 
So for the settings being default low - do you mean low involvement (which relates to city plans) or is maintenance costs - non-plot objects set to "OFF"? I'm going to assume it is based on what you said but you may want to double check just to be sure. If it is, then you may have to rebuild the power grid. This started happening to me recently, and usually what would fix it is unwiring everything, scrap/storing all the power connectors, and redoing the power grid and connectors from scratch. Then it would usually work. Annoying, I know. But usually when that's happening there's something wrong with the settlement power grid and you sometimes have to effectively create one. I know the new WSFW has Power Tools incorporated, but something seems to be off about it.

If you are doing manually placed power stuff, you may want to consider this mod by the great @Whisper - https://www.nexusmods.com/fallout4/mods/36589 in tandem with this - https://www.nexusmods.com/fallout4/mods/2241

You can usually use his 5x radiant power pylons to get all of the power you need to your settlement by placing maybe three or four using the longer power lines. That will get you a working power grid up VERY QUICKLY and to me seems less prone to this power grid corruption problem.
 
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If you are doing manually placed power stuff, you may want to consider this mod by the great @Whisper - https://www.nexusmods.com/fallout4/mods/36589 in tandem with this - https://www.nexusmods.com/fallout4/mods/2241

You can usually use his 5x radiant power pylons to get all of the power you need to your settlement by placing maybe three or four using the longer power lines. That will get you a working power grid up VERY QUICKLY and to me seems less prone to this power grid corruption problem.
Why four 5x when a single x 20 in enough, if placed in the middle, to give power to all Sanctuary or Starligh? is there any problem if i give power to the area outside? I use x20 also in Tenpines, all have the same price and the last one is a lazy choice, powering up also the house downhill near the road
 
Why four 5x when a single x 20 in enough, if placed in the middle, to give power to all Sanctuary or Starligh? is there any problem if i give power to the area outside? I use x20 also in Tenpines, all have the same price and the last one is a lazy choice, powering up also the house downhill near the road
Sure - you can do that. My understanding is that the power radius is an object the game has to render, though - even if it is invisible. And that's a big object! That's why I don't like to use the 10x and higher because if you pick it up and move it or anything like that it freezes the game and can cause crashes and I've never experienced many issues from the 5x's.
 
True, moving the transmitter makes my poor old rig go down to 1 frame/sec, but i think, never tried, that also moving a x5 will cause problem so i try to place the less pylons i can.
Once placed on the roof of an indestructible building, like most buildings in settlements, in a central position, there is no need to move it
 
So for the settings being default low - do you mean low involvement (which relates to city plans) or is maintenance costs - non-plot objects set to "OFF"? I'm going to assume it is based on what you said but you may want to double check just to be sure. If it is, then you may have to rebuild the power grid. This started happening to me recently, and usually what would fix it is unwiring everything, scrap/storing all the power connectors, and redoing the power grid and connectors from scratch. Then it would usually work. Annoying, I know. But usually when that's happening there's something wrong with the settlement power grid and you sometimes have to effectively create one. I know the new WSFW has Power Tools incorporated, but something seems to be off about it.

If you are doing manually placed power stuff, you may want to consider this mod by the great @Whisper - https://www.nexusmods.com/fallout4/mods/36589 in tandem with this - https://www.nexusmods.com/fallout4/mods/2241

You can usually use his 5x radiant power pylons to get all of the power you need to your settlement very quickly by placing maybe three or four using the longer power lines. That will get you a working power grid up VERY QUICKLY and to me seems less prone to this power grid corruption problem.
Ok thanks. I will scrap/store, load those moods and try again. Appreciate the help.
 
Welp...I downloaded the mods. Scraped my power grid and rebuilt it with the new stuff. Pretty clean I thought. Got a notice of a sickness so went to Drumlin to look for a cure. Came back and power system dead again. All wires still hooked up but no power to anything. I can't take it. It was fine before I updated but something in the update has broken my game. It's just not worth the aggravation for me anymore. Which is a shame because I really like the quests they are well done.
 
I've tried a few more things. I went into the options and turn on the self powered option in both SS2 and Workshop settings. This does nothing. I've used the tools to scan and repair the power grid. This does nothing. Here is a scree shot..you can see the lights are actually on and it's wired but there is no power.
1639443948451.png
 
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"
20211214133251_1.jpg

Otherwise on your current game you may have to turn off the new feature - you could then go and use manual "Scan Power Grid"
20211214133322_1.jpg

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:
20211214135650_1.jpg
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.
 
It's a new game with a very small power grid. I have tried the repair, reset, scan, and force options. The only one that even acknowledges I clicked it is force. There is no notification for the others.

Ok...I fixed it once again. When to Drumlins and came back. Here are the two CPG's.
1639446226227.png
It's broken again. Still connected like it was but nothing is getting power. It's a new game 4 hours in. Probably just going to take a break from Fallout until the numerous issues get fixed with SS2. I appreciate you trying to help.
 
I think I also hit this issue. Never had anything like that before happening to me. My Sanctuary grid is dead and I have to manually re-wire everything. NEVER even heard of this issue. Only happened now that I updated WSFW (I already reverted SS2 to the previous version because I hit the 30-second-save bug.
 
Try turning Power Grid Auto-Repair to Off (MCM > Workshop Framework > Framework Controls)
That way we can see if its due to the new feature or perhaps some other new interaction somewhere else
 
Try turning Power Grid Auto-Repair to Off (MCM > Workshop Framework > Framework Controls)
That way we can see if its due to the new feature or perhaps some other new interaction somewhere else
Ok..so I turned off the Power Grid Auto repair. Rewired everything again. Ran to Drumlin and back (I play survival so running is my only option) and the power grid was still up and working! I was pretty stocked so I ran back to Drumlin and back again and it was still working. So..the Power Grid Auto Repair it actually a Power Grid Auto break - at least in my game. Dunno if someone wants to make a bug report but it seems like other folks are reporting the same issue. CPG before and after in case it's relevant.
1639452774967.png
 
Ok..so I turned off the Power Grid Auto repair. Rewired everything again. Ran to Drumlin and back (I play survival so running is my only option) and the power grid was still up and working! I was pretty stocked so I ran back to Drumlin and back again and it was still working. So..the Power Grid Auto Repair it actually a Power Grid Auto break - at least in my game. Dunno if someone wants to make a bug report but it seems like other folks are reporting the same issue. CPG before and after in case it's relevant.
View attachment 14312
This is interesting - I think I only started experiencing this issue with the recent WSFW too (I was using it during the beta). Something about the incorporation of the power grid tools into WSFW may indeed have turned it into a power grid breaker. That would explain a lot actually.
 
I've tried following the advice in this thread, and for me- destroying the grid in wsfw holotape (MCM didn't work), then storing all power lines, then replacing all lines starting out from the muni box I've confirmed was making the correct amount of power. This worked PERFECTLY!!

However, after leaving abernathy, doing it all at Sanctuary with the same success(awesome!), I then went back to Abernathy. Annd.... grid broken again. Auto Repair was set to OFF in the MCM.

However, based on my past experiences with MCM settings not working correctly, maybe it's possible setting auto repair to off using the holotape works correctly.

I didn't have the heart to spend another 2 hours redoing everything... again. Will update once I try with holotape settings.
 
There are two options, Auto Repair and Auto Destroy. If I had to guess, it would be the Auto Destroy causing issues.
 
There are two options, Auto Repair and Auto Destroy. If I had to guess, it would be the Auto Destroy causing issues.
Reposting from my response in similar thread:
TLDR; turn off BOTH auto-repair and auto-destroy to OFF in the wsfw settings fixed this issue for me

I can confirm that, changing BOTH auto-repair and auto-destroy to OFF has fixed the issue for me. Having one or the other off did not fix it.

I did also have to re-do everything in Abernathy because it did not work at first, but that could be because I walked straight there after loading and the setting changes did not trigger yet?. That's just a guess. When I then went right to Sanctuary it was still working there, and after building all the rec plots there, went back to Abernathy and the grid still worked.
 
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