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power problem, I think.

Zhinjio

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City Planner (S3)
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I'm kind of at wits end about this, and not sure what to do from here. I'll try and capture all the relevant data here from screenshots and snippets, etc.

Basic symptom: power plant is not contributing to the grid/settlement power. cpg shows no problems. It does, however, say there are two grids, and I'm not sure where it sees a second grid, but maybe thats just me not understanding what constitutes a grid. Also, it seems like there is perhaps some momentary "variance" in power, since I do see the food/water briefly jump from one value to another and back again, as if, for example, the water plot suddenly got power and provided water to the food plots, which suddenly provided more food, and then it reverses itself. This happens consistently when I enter workshop mode, since, I've been told, entering workshop mode initiates a bunch of scripts which might briefly show some information or circumstance that is otherwise not visible. This is Red Rocket. I'm currently using my own city plan. Current relevant SS2 settings:
  • Building Plan Operating Costs: OFF
  • AutoPay: City Plan Costs: ON
  • AutoPay: Plot Costs: OFF
  • Construction Costs: Building Plan: ON
  • Construction Costs: City Plan: ON
  • Construction Costs: Plot: ON
  • Maintenance Costs: Non-Plot: OFF
  • Operating Costs: OFF
  • Startup Costs: City Plan: ON
  • Citizen Needs: ON
  • Dynamic Needs: ON
  • Resource Complexity: Scrap
  • Agricultural Water Requirement: OFF
  • AutoPay City Plan Updade Costs: ON
  • AutoPay Plot Upgrade Costs: OFF
Screenshots:
20210727181244_1.jpg
20210727181311_1.jpg20210727181258_1.jpg
 
On the two grid issue:
If you are using power grid tools, it has the "pg #" command to view all items on a power grid - just replace the # with number of the power grid you want to look at. eg: pg 2
From my experience, a power gird will include the wired power poles/conduits and what they supply with radial power. A second set of wired power poles that share no wire with the first set will be a different power grid (even within range of radial power).

The pg # command (pg = powergrid) shows a list of names of all the powered objects and their IDs (you will need to scroll back up through them) If you have had error it's name is "INVALID" but will have an ID, which if you go back to an earlier save may help to identify the problem object.
Note: the names may come from Better Console mod as I haven't used it apart form power grid tools.

To find the location of an object I first "tcl" so I won't fall to the ground, type in the powered objects ID to activate it on the console "PRID {ID}", then type "player.moveto", screen goes blank then you appear at the object.
 
Power issues have been a problem in FO4 forever, but adding in the Municipal Pylons seems to just compounded the issue for a lot of us.
This is how I'm doing it now, and have not had any power corruption issues since.... but your mileage may vary.

Use a mod that increases the default power radius, and eliminate all of the wires. I only have one wire, goes from the SS2 pylon to the power radiator. When power drops, and it does at times - usually when the plot is upgrading, I only have one wire to check. Remove that wire and replace it & I'm good to go.

something like these:
this one is older but has been working great for me - the 10x range covers most normal size settlements

this one is a somewhat newer version, may be a better choice

and I'm sure there are others out there to try

But the main thing is... I have had ZERO power corruption issues in months. More than 8 full plays of SS2 Chapter 1.
 
I only have one wire, goes from the SS2 pylon to the power radiator.
I assume this means that any other plots that require power can also be provided via radiated power instead of wired power, and I can also eliminate all the other power poles in the settlement as well.
 
I assume this means that any other plots that require power can also be provided via radiated power instead of wired power, and I can also eliminate all the other power poles in the settlement as well.
That is correct. I use that "PCPO" thing myself as well, and it works for that just fine - ALL SS2 plots connect via "radiant" power, it's just that the 'exterior' types of plots create a power pole in that corner via script to make SURE something is in range, without mods like those, the largest radius of "radiant" power in the game is like... 6 feet or something.
 
As you can see, the bar shown (when you hover the pylon in workshop mode) is empty. This means that it is not connected to the power grid.
index.php

Due to the way the code is written, sometimes SS2 can fail to update which pylon should be connected to the grid. i.e. you place a pylon, scrap it and place another one right away. The first pylon is unable to be unregistered before it tries to register the new one therefore it is not registered. There is currently no way to tell SS2 which pylon you want to use. I have proposed a solution to Kinggath to fix this.

From what I can tell, this issue seems to occur more commonly with those who use city plans. I also had a game where I could never get the pylon to connect to the grid no matter what I did including scrapping the entire settlement. (WSFW option at the workbench)
 
As you can see, the bar shown (when you hover the pylon in workshop mode) is empty. This means that it is not connected to the power grid.
index.php

Due to the way the code is written, sometimes SS2 can fail to update which pylon should be connected to the grid. i.e. you place a pylon, scrap it and place another one right away. The first pylon is unable to be unregistered before it tries to register the new one therefore it is not registered. There is currently no way to tell SS2 which pylon you want to use. I have proposed a solution to Kinggath to fix this.

From what I can tell, this issue seems to occur more commonly with those who use city plans. I also had a game where I could never get the pylon to connect to the grid no matter what I did including scrapping the entire settlement. (WSFW option at the workbench)
To avoid any Power Problem its the best to play without the need of Power or at least to reduce it to a minimum so you can fix it fast.Near all my games at the end get in some way corrupt when i play with SS1 or SS2 and near always for a Power Problem for that i use now
https://www.nexusmods.com/fallout4/mods/49505?tab=description

This Mod work absolute perfect with Vanilla and SS1/2 you can place 1 Big generator in the middle of your Settlement and near all get auto connected without the need of wire.Only some item need still wire but that you can Build close to the Generator so when there is a Power Problem you don't need to run around your entire Settlement to search for it.In Combination you can use this Mod
Work even absolute perfect with Vanilla and SS1/2 and then this Mod for Water
https://www.nexusmods.com/fallout4/mods/35283

with this 3 Mods you need near 0 Wire and you will have 0 Power Corruption.If you still have a Power Problem you can Fix it very easy now.
If you real need some wire for something you can use this Mod
https://www.nexusmods.com/fallout4/mods/16879?tab=files

download only the Radius increase Mod with that you can light an entire Zone without using 10 of them and all there Wire
 
Thank you all for the suggestions. I can't use those for city plans. I'll just have to be really careful when designing them, but for my playthroughs, I can obviously replace the city plan power structures/poles/sources/etc with gennies or just the radiant increase and a couple well placed poles for the utility and beacon.
 
Does look like I need to start over again, though. Red Rocket is completely corrupted at this point due to whatever mis-management I seem to do. Scrapping it to the ground still shows 3 power grids with numerous items that are obviously not present. Joy.
 
New thing to try:
  • load a previous save,
  • remove the power poles/conduits/wires,
  • export that layout,
  • use web layout creator to make an .esl and enable it
  • start a fresh with RedRocket that hasn't been built before
  • import the layout
  • check/rewire
 
Does look like I need to start over again, though. Red Rocket is completely corrupted at this point due to whatever mis-management I seem to do. Scrapping it to the ground still shows 3 power grids with numerous items that are obviously not present. Joy.
Power grids seem to stay when you scrap a settlement with wsfw. Which is weird when they're the only thing I was trying to get rid of. Though when I did build over those settlements, it seemed to work fine. Things even got powered despite no source of power left (probably until whatever power the plots were providing stopped being enough).
 
Power grids seem to stay when you scrap a settlement with wsfw.
The only way to remove an object from the power grid is by scrapping in workshop mode. It is not possible to remove a powered object from the power grid via script. When you scrap a settlement with WSFW or remove a city plan at the city planner's desk, the objects that are removed does so via script. Power objects are not deleted but disabled instead. Therefore the references would still show up in the power grid when checking the grid with Power Grid Tools.

I think F4SE adds the ability to remove power objects, but I'm not 100%. Also, F4SE is not an option for xBox players.
 
Does look like I need to start over again, though. Red Rocket is completely corrupted at this point due to whatever mis-management I seem to do. Scrapping it to the ground still shows 3 power grids with numerous items that are obviously not present. Joy.
It can be even a script Problem.For me Abernathy City was a big Problem new game first City and direct Bugged first the leader wander of and disapear after the Plots dont want to do what i want. After that i fix all that Power corruption begin.So i decide to destroy the entire City and start new but there was no way to make it every time something goes wrong or i had tonns of leftover or the Power Grid remain or both :). After Testing and endless houres i decide to follow the old Time Fix go first to the Settlement go to an edge stay there for 30 Minutes real time doing nothing else then looking on the ground.After that i save and start to Destroy the City and it work perfect no left over no Power Grid problems.Reload the Save 2 more times and try again all test work perfect SS2 have the problem that it run Tonns of scripts in the back round and you as player don't see it or know it (what for me is the Major Problem why so many people have Bugs and problems with SS2) what leads many times to Script fire without you as Player understand it if you now try to do something else the Game engine goes crazy and spam Bugs.With the Time Fix you give the game time to catch a little bit up and maybe you can so recover your game/Save
 
Also a fact once you load a save you should wait at least 5 - 10 minutes to let things run before entering workshop mode or building scrapping anything
 
Not sure if it's ok the bump this thread but I'm having the same problem. Like with The Slog, I used the RoTC city plan and it works fine the first time around but after I checked it again (maybe a few IRL hours later), the Municipal Power Pylon bugs out and stops giving power. I only ever accessed the workshop there to repair a few turrets.

Anyone manage to fix it yet?
 
Well, it isn't a fix per se, but I have managed to usually get things under control. It is, however, still a pain in the butt to get working. Advice from the above thread, put into one place:

1) get power grid tools here (https://www.nexusmods.com/fallout4/mods/17777). Use "cpg 0" (console) to get a basic grid health report. If it has error nodes, use "cpg 1" to get rid of the bugged nodes. Note: this deletes your objects, usually a pylon or municipal box, you'll have go back and rewire. If you want to see all the nodes on the grids, you can use "pg 1" (or 2 or however many grids you have) and it will show you every node on each grid. You want to try to minimize the number of grids and not have any errors. If you're using radiant power, you don't need one grid, but I try to get it down to one completely connected grid if possible.
2) You should only have ONE municipal power box (pole or box, doesn't really matter in my experience) on your grid. Centrally locate it. Connect it to your grid with a single power line. More than one WILL make things wonky.
3) use radiant power whenever possible. This mod helps a lot with that (https://www.nexusmods.com/fallout4/mods/49505). The generators and power boxes are radiant and their range is long. I do still have power plots, because it feels cheaty if I don't.
4) make sure you don't have duplicated plots. This is generally easy to spot if you have the occupied icons hud visible, as you'll see overlaid icons. Also might see some z-fighting in objects inside the plot. If you're not sure, do a quicksave, and then scrap the plot. If it was duped, the one will disappear, and the second one will still be around. If you're careful when you scrap, you can try to ensure you're always scrapping the lower level plot (or the unoccupied plot).
5) Don't remove wired objects. Remove all wires first, then scrap the object (pylon, plot, grid box, gennie, whatever). If you don't pay attention to this, cpg will show a "shadow" or phantom grid out there that no longer really exists. Not good.
6) Sometimes a pylon can get wonky. unwire it, remove it, and then add it back in again via the ASAM menu (Customize Plot). Then rewire. Refresh the plot.
7) In bad cases, I rewire the whole settlement, trying to pay attention to the above rules and minimizing the number of wires if possible.

You'll want to check things each time a city plan upgrades as that is the most likely time that things will go sideways. I turn off auto-upgrade of city plans and plots so that I can be in the settlement, and control the pace of the upgrades when they occur. It doesn't prevent errors completely, but it sure does minimize them. Don't have more than one city plan upgrading at once. Wait around in town until the upgrades complete. And this is especially true in the triangle of death (sanc, RR, abernathy) since they're so close together.

Can't think of anything else at the moment. This does still happen to me, but by following the guidance above, it doesn't happen nearly as often as it used to.

- ZJ
 
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