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Municipal power randomly stopped working

conyewest

New Member
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4
I was just about to do some more stuff in Sanctuary when I noticed that all the power from my level 3 municipal power plant just wasn't there. Upon further inspection, I found that the municipal power pole seemed to be glitched out. Scrapping it and making a new one didn't fix matters. Full disclosure, my Sanctuary is pretty heavily built up with a ton of plots, and I'm using a large load order, so there could be conflicts there. But the weird thing is, it was working perfectly fine before it just suddenly...stopped.

Here's a screenshot of what it looks like in my game:
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And here's my load order in case it helps: https://pastebin.com/yL6bvHxh
 
I've attached a vid of what happens to me sometimes. All seems normal with the municipal power pylon, but somewhere in the linked grid the power starts to go off at the power pole even though the pylons are lit up. Also some plots still show that they have power and then others don't. Towards the end of the vid, all I do is store one power wire in the workshop and then reconnect it, and it doesn't seem to matter which one I do, then, bam... power is back on to everything.

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I'm having a similar issue to what the OP reported, my lvl 3 municipal power plot in Abernathy Farm indicates it provides 80 power, but the Municipal power pylon, found in the SS2 power section, is telling me it only gives 1 power, which is what my vanilla and SS2 HUD both agree on. I've temporarily built a nuclear generator and linked it to my grid, but I would like to just use SS2 plots if I can help it.
Similarly to the OP, I have a ridiculous 250+ load order, so it could be some sort of mod conflict.
 
I’m trying out the power grid checking mod on nexus . So far I had a city plan @ red rocket that was toast .. multiple errors and two grids running. Had to destroy one plot completely, but it now running fine...

 
Towards the end of the vid, all I do is store one power wire in the workshop and then reconnect it, and it doesn't seem to matter which one I do, then, bam... power is back on to everything.
You do not even have to go that far. Just grab a wire then let it go. Then the power goes back green.
You usually have to do this because the plot upgraded while you were away.

In other words, Lily was right, kicking it does help.
 
You do not even have to go that far. Just grab a wire then let it go. Then the power goes back green.
You usually have to do this because the plot upgraded while you were away.

In other words, Lily was right, kicking it does help.
Oh and if it stays red after that then you had plots upgrade and your power aint enough anymore. I have a few generators I pull in and out of storage between municipal power upgrades (because it never upgrades power first...)
 
Reporting in, looks like I feel victim to the Scrap crash and it messed up my municipal power as a side effect. I happened across R2K's mod someone posted up above, and running the cpg command it found a few errors and cleaned them out. Afterwards, removing and replacing a wire fixed it as others suggested. If anyone else is having a similar problem, definitely grab R2K's Power Grid Tools (which kinggath himself helped with in fact) and run it's commands to check your settlements for errors. Aside from potentially fixing your power, it'll also help stop CTD's which were also becoming a problem for me in Sanctuary.
 
I picked up the Power Grid tools, and found some issues in Abernathy. I ran the cleaner, rebuilt my power plots, and even built a brand new one, and I still have 0 power, unless I drop a generator. I even ran my save through resaver, and I'm still not getting any power from my municipal plots.
Update: Looks like I'm having the same problem in Sanctuary.... probably all of my other settlements as well.
 
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Does the cpg command show just 1 power grid?.. My red rocket had 2 grids running for some reason, which was causing lots of issues. It was an agr. plot a fault. I had to destory it and rebuilt to get back to 1 grid.
 
70 plots?.. wow. You could try this command to see what is hooked up to each grid. I'm not really sure how SS2 handles multiple grids.. My settlement power issue seemed alot more stable with just one grid.

ShowPowerGrid (pg)
Displays the contents of the power grid of the settlement you are currently in
 
You can check out the settlement on the wasteland Ventures page on Nexus. I was trying to make a wall out of their Junk wall plots. I'm probably going to have to raze all my settlements and start over from scratch. Which is gonna majorly stink.
 
After playing a little more, seems like there's some issue in Sanctuary beyond my municipal power not working correctly. I attached some regular vanilla generators as backup in case it happened again, and now I'm noticing that whenever I leave the settlement for an extended period of time, I come back to find the wires no longer transmit any power and I have to reconnect them to get them to work again. I'm guessing this is either some mod conflict or perhaps an issue with how much shit I've built in Sanctuary (it's 50% over the build limit and tanks my FPS by like 20)
 
@conyewest I'm pretty sure it's some sort of other problem, for me at least, I spent 2 hours diagnosing my power grid by using R2K's Power grid tools, found in this mod: https://www.nexusmods.com/fallout4/mods/17777/
I did this by using the "PG" command in the console, to show me which plots were on an alternate grid, i.e.: not grid 1. Then using the "Player.MoveTo" command to teleport me to the item I was checking. In my case, it was always the first item in power grid 2 (an arbitrary choice on my part, I just used the same listing every time for organizational purposes) then I would try picking up the plot and replacing it, checking PG in the console, and if that didn't work, scrapping the plot.
I checked every power pole the same way until all of my powered items were back on grid 1. I should note, I also chose to remove every power line, just to be sure there wouldn't be any issues. after I was done removing/replacing every item that required power, I tried to rebuild a brand new municipal plot.... to absolutely no avail. it didn't matter what type of power pole I used, nor where in the settlement I placed the plot, no power, zip, zilch, nada. For clarity, I made 100% sure that I was getting a clean grid reading from power grid tools, and still nothing.

I don't know what happened in Abernathy farm, but it's pretty much unusable now. I was, however, able to use the same technique at Oberland Station to absolute success. My grid is back online and functioning properly. (Oberland was much smaller in comparison, however.) So the method worked, and may work for you as well.

if you aren't familiar with console commands, when using "Player.MoveTo" to check the items on your grid, you will type out the full item ID that is displayed by the "PG" command. for example "Player.MoveTo FF02D185" there will be a brief loading screen and you should be right on top of the item you teleported to. If you use the method I mentioned above to test, you should be able to repair your grid unless something catastrophic happened like in my Abernathy Farm.

Final notes about console commands, all of the above quotation marks were just for the purpose of writing this. in the console you should NOT use them. Capitalization in the console is irrelevant. The console can be opened/closed by pressing the "~" tilde key. if you get stuck inside one of your settlement objects after teleporting, open the console, make sure nothing is selected (you'll know because the item's form ID will be displayed in the lower central portion of the screen, above the input box), you can clear your selection by clicking on the screen twice, then type the command "tcl". This will turn off clipping and allow you to pass through the obstruction. you can then reopen the console and press the up arrow and it will scroll back through the commands you have used in this play session. this is also useful to cycle between "PG" and "Player.MoveTo". I would also suggest opening up notepad and copying the command "Player.MoveTo" just because it can be a pain in the butt to retype it over and over.

Final, Final note. I realize now that you know how to use the console because you mentioned doing so in one of your previous comments. I am going to leave my verbose explanation however, just in case somebody new stumbles upon this thread and needs the help. Hope I was able to help you in some way, best of luck figuring out/fixing Sanctuary, it was heartbreaking to lose Abernathy, I put well over 50 hours into that place.... Take care.
 
I was able to rescue Oberland Station with it, but Abernathy Farm is kaput.
Yeah but honestly I think it caused the issue at Oberland. You probably forgot like one wire somewhere and it assumed there was an issue.

The only time I ever get power issues is when I hit about the 300% over budget area and then I start getting "dead spots" and it only happens in the larger settlements of 4 cells or more. Even then I think it is a problem caused by item load order when the cell is loaded. The load order of a settlement should always be power last instead of loading all willy nilly.

So when it comes to the smaller settlements like Red Rocket, Oberland, Boathouse, Marina, etc I have never had the power issue.
 
I'm not knowledgeable enough on the internal mechanics to argue one way or another, but I will say that I have been having a related issue where, when I try to change the power pole on my plots through the ASAM customize plot feature, I get a CTD almost every time. On top of that, removing those plots that cause the CTD and replacing them with brand new plots helped to get my power situation managed at Oberland.
I am also using ASE-player's choice,
and have over 700 constructed objects in that settlement. Still pretty small, comparatively, but not as small as it is in Vanilla.
 
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