Fallout 4

Fallout 4

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Sleepy Mar 17, 2016 @ 1:45pm
Lighting up my settlement
So I have never had this problem, up until now. I'm trying to put lights around my settlement wall and like the first few light up, but the others will not. I have enough generators and conduits and they say they're getting power. But there's no actual light coming from them. Anyone know of a way to resolve this?

Thanks!
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Showing 1-8 of 8 comments
Scheneighnay Mar 17, 2016 @ 2:07pm 
I've had the same issue- also when you fast travel back in, different lights will be on or off.
loverevolutionary Mar 17, 2016 @ 2:08pm 
Lights don't actually use up any power, one small generator can power any number of lights, except for the one work-light that actually has a connector. Other lights do need to be within the area of effect of a connector, though. Move those unlit ones closer to a connector and see if they light up. If so, good, no problems, move the light back, place a connector nearby, and run a wire to it.
Orno Mar 17, 2016 @ 4:35pm 
Lights do take measurable power, but it is in a fraction compared to connected devices. More than likely, the issue is the tiny radius of the towers WiPo. Once a light is placed, you can pick it up and move it in around to discover the actual radius as it will be on when in, and off when out.

IMHO the design of this was a bit lacking, especially as the game does not appear to have any UG power anywhere, yet 200 yo buildings still have power and lights/devices on multiple floors with no visible runs. Even FNV still had centralized power... it just boggles the mind. (let alone that power runs are set to a static distance, and do not take droop over distance with height into account).

I use a mod from Nexus to provide an "Additional Tower" that runs all the WiPo devices, which makes settlements much nicer without looking like a string factory threw up on your towns. There are placement drawbacks, and you still have to string up direct connect devices, but it is still much nicer (if not as plausible as UG services).
loverevolutionary Mar 17, 2016 @ 4:39pm 
Originally posted by Caveat:
Lights do take measurable power, but it is in a fraction compared to connected devices. More than likely, the issue is the tiny radius of the towers WiPo. Once a light is placed, you can pick it up and move it in around to discover the actual radius as it will be on when in, and off when out.

IMHO the design of this was a bit lacking, especially as the game does not appear to have any UG power anywhere, yet 200 yo buildings still have power and lights/devices on multiple floors with no visible runs. Even FNV still had centralized power... it just boggles the mind. (let alone that power runs are set to a static distance, and do not take droop over distance with height into account).

I use a mod from Nexus to provide an "Additional Tower" that runs all the WiPo devices, which makes settlements much nicer without looking like a string factory threw up on your towns. There are placement drawbacks, and you still have to string up direct connect devices, but it is still much nicer (if not as plausible as UG services).

What is the exact fraction? How many lights can be run per unit of power? Is there someplace listing this, or did you figure this out through experimentation?
Orno Mar 17, 2016 @ 5:10pm 
Originally posted by loverevolutionary:
What is the exact fraction? How many lights can be run per unit of power? Is there someplace listing this, or did you figure this out through experimentation?

When I first started playing, I was was only running a small gen on the craft house, just enough to get going while I chased the story. When I started expanding, the first thing I did was lighting, and I remember at one point that I had to add a 2nd gen as the settlement bar suddenly showed a deficit in power, but as yet I had only added lights and WiPo towers.

More recently, I had that lighing glitch pop up when I QT'd back to sanctuary, so I power cycled my gen's and noticed about half way through that only half my lights were on, so the effect is still present in some form.
Bufo Mar 17, 2016 @ 5:15pm 
Try adding another generator right next to the lights that aren't working.
Nutwrench Mar 17, 2016 @ 5:51pm 
There's a mod at Nexusmods that adds a new power pylon that has about 20 times the radius of the standard ones. It's expensive to make but I like it better than stringing lines everywhere. One pylon can light up all the lights and TV's in Sanctuary. :)

http://www.nexusmods.com/fallout4/mods/2996/?
Sleepy Mar 17, 2016 @ 7:24pm 
Thanks guys I'll try your suggestions!
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Date Posted: Mar 17, 2016 @ 1:45pm
Posts: 8