the Sim Settlements forums!

Register a free account today to become a member! Once signed in, you'll be able to participate on this site by adding your own topics and posts, as well as connect with other members through your own private inbox!

Whisper Enhanced Turrets

MrCJohn

Well-Known Member
Community Rockstar
Messages
1,511
Hey @Whisper

Couldn't figure out how to send pictures to you if needed on the forums - I am not allowed!

I have all setup - let me know what test you want done. I should be able to get done today.

John

PS - EVERYONE else needs to get these turrets - you will need them for Halloween!!!!


whisper.PNG
 
If they’re all powered and running then it sounds like the user simply didn’t have the power or hadn’t gotten the power to the turrets. :)

For giggles, spawn in 100 deathclaws and watch FO4 crash. ;)
—edit—
I reckon your framerate will drop to like 3 fps. ;)
 
If they’re all powered and running then it sounds like the user simply didn’t have the power or hadn’t gotten the power to the turrets. :)

For giggles, spawn in 100 deathclaws and watch FO4 crash. ;)
—edit—
I reckon your framerate will drop to like 3 fps. ;)

Yeah might be fun.

Oh, brother - in terms of power there is a quirk... you have to have power, then transmission, then place the turret.

If you do it in the other sequence, they will appear dead - that gent just needs to press E to select the turret again, then tab out and it will be fine. The turret only lives when it detects existing power, not new power.

I could have told you that... my bad.

:)

John
 
Well, I went with 200 @Whisper
BEHOLD the Beauty of a Whisper..............

ScreenShot1733.png
ScreenShot1730.png

ScreenShot1729.png

ScreenShot1722.png

ScreenShot1723.png

ScreenShot1737.png

ScreenShot1738.png

And... whisper... this was 200 alpha vanilla deathclaws ... mine are coming... :)

.... and not a hair on her pretty head was injured....

Have a great weekend... might need an OP set of these turrets @Whisper

John
 
Oh, brother - in terms of power there is a quirk... you have to have power, then transmission, then place the turret.

If you do it in the other sequence, they will appear dead - that gent just needs to press E to select the turret again, then tab out and it will be fine. The turret only lives when it detects existing power, not new power.

I could have told you that... my bad.

:)

John
I had a quick look in the CK this morning, am scratching my head over this one though...
 
ScreenShot1800.png
STORED POWER LINES - ALL WIRELESS STOPPED

ScreenShot1803.png
RE-CONNECTED POWER LINES FROM GENERATOR TO ONE ADDITIONAL PYLON - SOME CAME ON - SPOTLIGHTS

ScreenShot1805.png
CONNECTED A 3RD PYLON - SOME CAME ON, MOST DID NOT

ScreenShot1809.png ScreenShot1810.png ScreenShot1811.png
TRIPLE LASER NOT ON - SELECT WITH E - THEN TAB OUT - POWERED NOW.

ScreenShot1813.png ScreenShot1815.png
SPOTLIGHT - SELECT E - TAB OUT - POWERED

@Whisper

I could show more examples - I can work around this - I get it - please don't think I am not happy with them - I am showing you what I am telling you is correct.

Love ya, bud.
John
 

Attachments

  • ScreenShot1816.png
    ScreenShot1816.png
    3.5 MB · Views: 0
  • ScreenShot1817.png
    ScreenShot1817.png
    3.4 MB · Views: 0
I don’t doubt it :) I had a similar thing with the Wireless Workshop Items. The wireless Decontamination Arch.

I had thought that I’d set the turrets up in the same way, seems there’s funky issues with them though. It’ll be some headscratching to work that one out.
 
Agreed. Wireless power has always been quirky for anything. I dont think your mod is any different.

Maybe not immersive, but maybe you can change the non-player npc portion from "canbepowered" to "startuppowered" maybe add another condition to the playerref and add another requirement for them to be self powered.

This may be a way to get past the quirkiness - yes this wouldn't draw down power requirements but if recall, I had to re-select turrets in transfer blueprints after import to re-establish power connections.

I spent time in xEdit last night seeing what differences are and I know generators are setup with startuppowered.

The simplest answer is "place turrets when you have existing power."

John

Or.... make a whisper generator that has a script that has delayed powering when a cell loads and pings the whisper turrets which would be a turret placement refresh? I know this adds complexity.
 
Could not figure a way to make them start up automatically if placed with no wireless power available. However, once you E then Tab, when the power is removed then restored they will turn off/on.

Weird.

Made another set of turrets "Ultra-Violence (10x)" for you. Will probably crash your game. They did mine.
 
Could not figure a way to make them start up automatically if placed with no wireless power available. However, once you E then Tab, when the power is removed then restored they will turn off/on.

Weird.

Made another set of turrets "Ultra-Violence (10x)" for you. Will probably crash your game. They did mine.

Ohh!!!! you are the bomb man!

I will test them out tonight and let you know!

Thanks so much brother.
John
 
Last edited:
Hey brother.

Wanted you to know it didn't crash. Did have to put behind chainlink fence to keep the melee hits off of them. Otherwise my juiced deathclaws will still kill (pack attack plus all the agility/accuracy/luck, etc buffs) the turrets. Still mowed them down. (5secs vs about 30 - vanilla deathclaws vs my deathclaws) 10x turrets.

Unfortunately if I do pack attack and skk settlement attacks, max boss clones, max strength, max difficulty, the SMs tear right through them. Plus unscaled/unleveled.... eh, my bad. Way too tough on my part.

So I made a patch with the same buffs and improved buffs for the vanilla turrets, increased perception, accuracy, ranged distance(which the tripod turret has - funny - presumed weakest, but best against missile launchers btw. I included within my overhaul esp.

I could make a patch for yours if anyone would be interested or you could add some buffs to turrets in you mod... I just did the mechanical turrets nothing else.

I think give them perception 20 is minimal - missile SMs kill them from out of range before the turrets start firing. Luck and accuracy and range data improvements are good.

Thanks again man.
John
 
Interesting to see how you go. :drinks
 
Top