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Fallout 4 ядерные генераторы мод

Ядерные генераторы | Nuclear Generators

Мод добавляет ядерные генераторы из камеры Лоренцо в меню мастерской в раздел «Генераторы».

Варианты мода:
Lorenzo_Reactor — генератор нормального размера. Вырабатывает 50 единиц энергии.
Lorenzo_Reactor_100 — генератор нормального размера. Вырабатывает 100 единиц энергии.
Lorenzo_Reactor_500 — генератор нормального размера. Вырабатывает 500 единиц энергии.
LT_Lorenzo_Reactor_Smaller — генератор уменьшенного размера (7/10 от обычного). Вырабатывает 50 единиц энергии.
LT_Lorenzo_Reactor_Smaller_100 — генератор уменьшенного размера (7/10 от обычного). Вырабатывает 100 единиц энергии.
LT_Lorenzo_Reactor_Smaller_500 — генератор уменьшенного размера (7/10 от обычного). Вырабатывает 500 единиц энергии.
LT_Lorenzo_Reactor_Fission — генератор нормального размера. Требования снижены. Эта версия переименована в «Генератор деления». Вырабатывает 50 единиц энергии.
Lorenzo_Reactor_AIO — все генераторы в одном esp файле.

Требования:
Fallout 4

Установка:
Скачать мод и установить, используя любой менеджер модов с поддержкой fomod (NMM, MO2, Vortex).
Для ручной установки скопировать содержимое папки Data архива и esp файл из подходящей папки архива в папку Data игры.
Подключить мод в используемом менеджере модов.

Удаление:
Удалить файлы мода из папки Data игры.

Источник

Fallout 4 «Unlimited Power/Генераторы на 10000»

Автор: Expired6978
Источник: nexusmods
Особенности: Простенький, полезный, но все же читерский мод. Из плюсов отмечу экономию места и лимита на постройки. Заменяет стандартные параметры мощности на 10 000 энергии. Одного генератора хватит теперь на все.
Установка: 1. Распаковать архив в папку Data, находящуюся в корне игры

2. Открыть plugins.txt (стандартный путь C:\Users\%USER%\AppData\Local\Fallout4\plugins.txt) 3. Добавить в конце UnlimitedPower.esp и сохранить.

Заменяет: Стандартные параметры энергии в генераторах
Скриншоты:

Автор, а если у меня нет плагин.текст то что создать мне его?

Apolon18Batyka он должен быть наверняка, думаю можно и самому создать, в стоковом варианте у него запись такая: # This file is used by Fallout4 to keep track of your downloaded content. # Please do not modify this file. Fallout4.esm

Строитель Администрации А создать нужно в корневой или в дате?

Apolon18Batyka нет, по пути: C:\Users\%USER%\AppData\ Local\Fallout4\plugins.txt

Строитель Администрации Ну тогда у меня точно такого нет в папке.

Apolon18Batyka Лежит в Appdata/Fallout 4/plugins.txt

это не в папке. диск С открываешь, там папка User или Пользователи. В ней будет папка с названием твоего юзера на компе, или администратора папка, в ней открываешь AppData далее Local, ищи Fallout4\. Вот в ней и будет plugins.txt

Коля Еньков какой папки нет?

Коля Еньков AppData — это скрытая папка. делаешь следующее.

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Nuclear Generators

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Adds the nuclear generators from Lorenzo’s prison cell into the settlement menu.

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When I was playing through the Cabot House questline and finally got to Lorenzo’s room, I noticed the cool little nuclear reactors up on top of his cell — I tried looking them up in the CK and found that they were made up of about 10 pieces, which was beyond my skills at the time to fix. I’ve since gotten better with .nifs and have reassembled the mesh and made it usable by anybody! 🙂

This mod will add those reactors from the Cabot prison cell room to your settlement menu, under «Generators» with the rest of the power-generation stuff. I think that the building requirements are a bit light, but at this point in the game I don’t think anybody will really care.

#### Update!
Added a 100 power and 500 power version, along with a smaller-scaled edition of all three reactors, and I’ve modified their internal ID’s so that you could potentially run all 7 versions of the mod simultaneously. If you download the new zips, there’s three esp’s in each one, just delete the versions you don’t want, and if you for some reason want to run all 7 versions at once, there’s a single-esp All-in-One.

####
Mod made with FO4Edit, NIFSkope, and the CK.

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Useful Generators and Water

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Buff your settlements’ power and water outputs to viable levels. Now updated to rebalance outputs and requirements.

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  • Other user’s assets All the assets in this file belong to the author, or are from free-to-use modder’s resources
  • Upload permission You are not allowed to upload this file to other sites under any circumstances
  • Modification permission You are not allowed to modify my files, including creating bug fixes or improving on features under any circumstances
  • Conversion permission You are not allowed to convert this file to work on other games under any circumstances
  • Asset use permission You are not allowed to use assets from this file under any circumstances
  • Asset use permission in mods/files that are being sold You are not allowed to use assets from this file in any mods/files that are being sold, for money, on Steam Workshop or other platforms
  • Asset use permission in mods/files that earn donation points You are not allowed to earn Donation Points for your mods if they use my assets
  • Console modding permission The author gave permission for someone else to port this mod to console and for it to be uploaded to Bethesda.net. Please credit the author, however

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Premium membership donations accepted

Make your settlements great again!

This increases the production of generators and water sources in your settlements to viable levels. Instead of a flat increase like some other mods, each value is carefully increased in a realistic and «immersive» (lol) way.

v.1.1: All Generators and Water Purifiers have been re-balanced . Component costs have been nominally increased.
These changes are completely arbitrary because they are pointless, but they were requested anyway.

[Generators]

Small: 18 (was 3)
Even when powered by a lawnmower engine,
3 units of power is ridiculously low for any generator.

Medium: 30 (was 5)
A diesel fuel generator such as this should be enough to power a small home, or several.
It shouldn’t spend all its power just running a few lights and a terminal.

Large: 60 (was 10)
If it requires radioactive materials to build, 10 units of electricity is ludicrous.
A generator of this size should be able to power most settlements on its own.
v.1.1: Science! perk requirement increased to rank 2

Windmill: 10 (was 3)
Despite what many may think, wind power is not very efficient.
As such, this generator still produces more than the abysmal 3 units it once served,
but still provides less than a gas-powered generator.

v.1.1: Fusion Generator (WW): 200 (was 100)
Because why not. This was requested even though it was pointless in my view.
Component costs were increased for those out there
who think it’s «realistic» to build generators out of coffee mugs, tin cans, and alarm clocks.

[Water Sources]

All water sources have double the output hand-picked changes to their output levels.

Hand Pumps now give 6 water. One of these should be plenty for 6 freakin’ settlers to brush their teeth.

v.1.1: Small Purifiers give 20 water. Industrial Purifiers still give 60.
Power costs increased as well. Small Purifier: 8, Industrial Purifier: 15
Industrial purifier now requires Science! Rank 2 (was rank 1) because people whined about it.

v.1.1(DLC): Powered Water Pump: 20 (was 10)
Power cost doubled to match.
This is now essentially a ground-based alternative to the standard purifier.
Component cost also increased.
Science! Rank 1 perk requirement added.

[Other Options]
If you don’t like my hand-picked changes, check out Better Generators or any of the other options out there.
Don’t bother making a post about how you don’t like my mod, I couldn’t possibly care any less and you’re asking for a ban.
If you don’t like any of the options on the Nexus, you can make your own with FO4Edit, it’s incredibly easy.

[Issues]
None. Do you realize how simple this plugin is?
Obviously, this will conflict with other mods that change the same objects, no matter what those changes are.
To be sure, load this and any other plugin you think may be conflicting in FO4Edit.
Look for conflicting rows in the left pane (red text/background).

[Installation]
Use your regular mod manager. Personally, I recommend Mod Organizer 2 so you can switch out versions with ease.
If you’re some kind of lunatic and don’t want to use a manager, you can just drop the .esp files into your data folder.

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Utopia Generator CK version 8 options

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Alters the vanilla small generator or the Wasteland Workshop fusion generator to do a lot more for your settlement depending on which ESP you choose. Four versions for each!

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This author has not credited anyone else in this file

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NEWS: New version and tutorial uploaded! Combo versions of both generators now up on bethesda.net for Xbox users! Please let me know here if you run into any problems, if you are on console please make sure to mention that and the version you’re having issues with. Please be aware that my name on Bethesda.net IS different. If you see my mods posted under the name Dark_Mandalore they have been uploaded by me.

The mod is newly updated and made completely in the Creation Kit.
There are now several variants of the mod with helpful features.

Base Version
Sets the small generator to put out 500 power and create 100 food and water. It also gives a 200 defense rating to your settlement.

Radiator Version
Same as Base but wirelessly radiates power for lights and other non-wired objects. Value set at 5000. No more ugly cables and pylons everywhere!

Happiness Version
This SHOULD increase your settlement’s happiness. I’m not 100% on if I got the right value. It’s set at 100. Please be sure to let me know if it doesn’t work. It DOES take time for the bonus to apply to the settlement’s happiness so far as I’ve seen.

Combo Version
As the name implies it’s got both power radiation and happiness bonuses. Perfect for if you want to light up a settlement but don’t care to try and please your residents that much.

Wasteland workshop versions are the same but use the Fusion Generator, they are labeled with a WW in the esp name. Do not use multiple files altering the same generator at the same time to avoid possible conflicts. In other words pick one vanilla and/or one wasteland workshop version. As you can probably guess (I hope) the wasteland workshop version requires the DLC to function.

This mod does NOT alter construction costs for these generators.

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Читайте также:  Генератор мощности блока питания
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