I got a neighbor, around 70 years old, playing Fallout. I showed him your's and SarDeliac's channel to better understand building and to take care of his "virtual pets", his term for settlers.
Just started playing 4 about a month ago. Gave games up for about 5 years. I'm back. Glad people are still making videos, makes me feel like I didn't miss the boat as much.
i started my second playthrough of fallout 4 not that long ago and i’ve found your videos super helpful and i honestly didn’t know you still made fallout 4 videos but it’s super cool to see you doing what you love
This guy's "No mods Shop class" videos are absolute gold. I thought I was building decent settlements before but after I watched his videos and used his tips I am actually making settlements that look like I know what I'm doing
Thank you for sharing FO4 content. Still can’t tolerate the blurry graphics in 76, but I love Fallout. Eagerly awaiting new ways to enjoy one of the best games ever made.
I finally broke down and bought ’76 on a steam sale last Yule sale. Played for a while. It wasn’t totally terrible, but I wasn’t exactly impressed either. Deleted it after about 3 weeks.
Yeah I thought I needed new glasses when I first started playing 76. “I’m sure FO4 didn’t look this blurry….” But it turns out a lot of the blur is because of crap ini settings. So if you’re on PC you can tweak those (angry turtle has a guide) and if you’ve got a video card that supportsin game fiters to really get rid of that blur. My cards Nvidia and the hotkey is alt-F3. Then I used the sharpen setting as well as fiddling with the colors and contrasts to reduce the sunlight/shade difference. After I applied those tweaks it actually looks really good!!!
Thank you for this video! It's astonishing that they went to the trouble to put such advanced (complicated / confusing) things in the building part of the game. And equally astonishing that they barely explained how to use them. ;)
For These really complicated, questionable use-case items have a feeling that they just made items replicating basic coding operations, and let people figure it out themselves. Kinda like crazy minecraft redstone contraptions or, making a functional clock using pump-jacks and minecarts in Dwarf Fortress (although the most fun DF minecart thing is making a corridor clearing rail-shotgun)
Always, wanted to do a fireworks display at the castle after the institute was defeated, but never could figure out how to stagger the mortars. Thanks!
Glad to see your still working in Fallout 4. I still playing it nearly everyday. With mods there is just so much you can do and with your School even to keep the creative juices going!!! Thanks for all the instructions and ideas!!!
I read the post about the 70 friend who plays FO.. I honestly laughed out loud; considering I'm 71 and have a very Love/Hate with this game. Ah hell, I'm obsessed. I've been a geek since '76 with my Radio Shack Tandy Model 3, 1200 baud modem, and running a BBS server and creating custom BBS ASCII art. High-five to neighbor! ANYway... I have a Vacuum Hopper feeding 3 independent sorters, and each sorter must be programed to pull a given number of a particular item(s) and send them to a Conveyor Workshop Storage. On each sorter the nuts-n-bolts will be designed to pull a specific number of a particular item, then close the gate and send the rest to Conveyor Storage. ... I have the Laser Tripwire set and Conveyer Diverters in place. Unfortunately, here's where I'm in a quandary. Power Counters only count power cycles (I'm assuming), not items. So 6 sec. or 9 sec. intervals don't do me a bit of good. Life would be just dandy and so much easier to manufacture synths especially, if I can divert the overflows to Conveyor Storage and program: Sorter 1 = to pull from 6 to 30 (synth tissues); Sorter 2 = to pull from 1 to 10 (new synth components), and Sorter 3 = to pull 12 to 60 (bone). --- Worst case; I'll just keep counting and transferring the old fashion way. Skool me professor. ;D Synth Production has it's place; in MY particular playthrough. But the 'production' option runs continually until you run out of a required ingredient. I don't want that many! And I don't want to hang around, or return to the facility and deal with 20 or 30 NPC's wandering around in their underwear. Thanks to any and all for the feedback. SteveJones.. (aka: Soloman) (Been a fan, follower, and subscriber for less than 71 years)
@@SkooledZone Only recently did I give it a shot to enhance my playstyle with a few mods. Even with them, there are build challenges. Mostly bugs, not glitches. - Anyway, the Synth Production is a 'for shits-n-giggles mod.' But the root of my inquiry is, to find a way shut down sorters/forges by number of items. Recently I read a comment re. belt laser, 2 counter wheels, and logic gates. In that case, I'll end here and go link to one of your class rooms for a while. All the best to you.
My nephew has just started with Fallout 4. These videos have been SO helpful (tips and tricks GALORE!) to me for the last few years, I am very excited to share these with him!!
...or you could have a mortar fire periodically at the ironworks or some similar place near one of your settlements. You know, just to keep them on their toes. Great video!
Hey I just want to say that you are the best because I still play fallout all the time almost every day and I listen to you and what you do is take or practicality of real life and make it practical for use in fallout
Power counters can be used as binary memory, example: set a counter to 1 and hook to the output of one NAND gate with two inputs, one for power and the rest is "signal" (combine any number of inputs to a single line) so when anything triggers a signal you get the power switching on or off and it stays there until it gets another signal. This way you can use loads of delayed off swithes across a settlement to open and close a gate with a single click no matter which button you hit.
Genius. I didn’t really understand what you wrote and I just did it and it worked. You realized a relay (Relais). A much better or meaningful usage for power counter. It counts…but not power, it counts signals. Also genius idea to use a logic gate with one power input and one combined signal channel.
Thank you so much for this. I have wanted to find a use for these counters but never have. I keep Looking at them in my menu and then exiting for lack of inspiration! Now I will be more inclined to use them particularly in the swampy areas! Cheers Professor Paul!
OMG I have not seen notifications from you in a long time and eventually figured you may have dropped out. This video finally showed up in my suggestions and I found that somehow I had been un-subscribed. I am glad you're not gone and you have actually reminded me that I enjoyed this game. Time to go dust off the X-Box and let it run 5 hours of updates and start catching up on all your classes and homework I missed!!
That is absolutely genius you are an amazing builder in fallout and an amazing TH-camr I love your content and I can't wait for the next video much love have a good day
Thank you for posting this. I immediately put this to use at Longfellow's cabin. I used a 5 sec off/ 1 sec on for the interval and 2 counters, for a 10 minute launch interval. It seems the weather shell effect last about 6 minutes +/-.
That's awesome! Although wouldn't that be an 8 minute launch interval? 5 x 10 x 10 = 500 / 60 = 8.33, which is exactly what I was thinking of doing at Dalton Farm.
@@SkooledZone It's weird how it works out, but it's 6 seconds in total for the interval when timed at 5/1. I tried 6 seconds off and 1 on, with my setup, but it was over 11 minutes.
7:42 So the power counters are acting more like x10 multipliers of the time you want? So instead of 10s you could have a 100 then a thousand and so on by linking them? Wow. I feel dumb now after realizing I missed out a lot on Vanilla contraptions, and considering I'm starting my second ever (survival) run, this is going to make some ideas into a reality! ✌😏 Edit: 8:42 I was so eager figuring that out I didn't let you explain, mea culpa 😅
And you can change the multiplier, giving you an endless range of times. I have a machine that every morning, point 7am gives out a purified water and some food for breaky.
@@georgemurdock7670 Niceee! Playing survival has taught me to sharpen up, and I'm glad for Skooled for giving us tips on how to tackle common problems with Vanilla 😁
That would be soooo cool to make a disco set of lights using the cycling lights! Gonna try making a disco room with flashing lights of different colours!
Not sure if you already know this but you can also build underground in any of your settlements! If you place a cooking station on a floor tile and add a ladder going up to the floor you can pillar glitch that underground so that the top "handle" of the cooking station just barely shows through the surface. When you interact with the cooking station the game puts you under ground. Once you exit the station you are still underground and you can build downwards from here. There's a height limit on how far you can go down (just like going up) and so far i've been able to build two levels down in most settlements. You can use the ladder going up to exit back to the top world without the need to fast travel. I've been adding an underground vault to my Starlight Drive In settlement :)
Nice video. I'd try to use wifi glitching or conduits to try to fit everything in an outhouse with the mortar on the roof. I'm not sure it's big enough, but it would be really cool if you could fit a small generator in one outhouse, all of the switches in a second one right next to it, and maybe even a terminal just in the doorway. It would kind of be lore friendly as old his and hers outhouses (you could put the door on the one with the generator to signify that they are old outhouses and not just sheds) are being used to deal with $h!tty weather. The outhouses are also smaller and the to be located mostly out of sight, so using them would be a lore friendly way of dealing with the weather without it having to be a feature of the camp. If you stumbled across a settlement with that setup, and happened to find the outhouses, it wouldn't look out of place at all. Just would have to hope that people could differentially between the outhouses and the port-a-potty.
Oh man this awesome. Can't wait to try this out. Never used it before as I didn't understand how it actually word with other stuff.. Thanks for show us yet another cool tip for fallout.
Just started watching your videos last week. I'm so impressed with all the building and tips you provide. Think you for the awesome content, you have a new subscriber for life...
I'd love to see a video for using this to setup a timer for streetlights in a settlement. Does it break the timer if you fast travel? Setting it up to turn on at 7pm and off at 7am is a dream to me. I'm running street lights on a separate circuit from houses, and this caught my eye fast
This is very interesting i actually hate everything power in FO4 xD It's so counterintuitive and more often than not the description of the items doesn't seem to fit... Even more so in German... Where translate a cycling light into a bicycle light is your smallest issue.
That's really helpful, thanks! The electronics components of the game are something I haven't really made much use of yet. I wondered how to avoid shooting off all the shells at once!
That's a nice use for the counter and relay switches, i have to test that out soon. Usually i only use the counters in manufacturing by hooking them up to a laser switch, set up a row of counters of 5 or 6 (they lock together) and attach the laser switch to the last one in line so it counts accurately. Whenever an item is created and goes down the conveyor belt, it passes the laser and that activates the counter. (only works for single items) It's a useless thing to do but it gives a bit of a "lively" feel to my manufacturing plants i build at certain locations.
Hey man I don't know if you know this but you can have your settlers shoot off one of the emergency flares from the fireworks mortar if you hook it up to the emergency siren that they flip when the settlement gets attacked
I'm a bit confused as to why you would want another interval switch. If you daisy-chain the counters, the counter before another counter *is* this counter's interval switch. Let's say you have your base cycle of 10 seconds for a count of 1 at the start of the chain. If you daisy-chain another counter to the first one, this one will need 10 impulses from the counter in front to advance by 1. If set to 10, we're now at 100 seconds on the output of the chain. You can now add another counter and use a terminal to set it to, say, 5. Then we arrive at 500 seconds before that one sends a signal. Unless I am wrong, a weather shell lasts 9h. That's 32,400 seconds. Time compression in Fallout 4 should be 16 by default, so that shortens it to 2,025 real world seconds. This would require 3 counters. 10 done by the interval switch, 100 by counter 1 (set to 10), 1000 by counter 2 (set to 10) and 2000 done by counter 3 (set to 2). This should fire one weather shell 25 seconds before the previous one has expired. Now, if you *really* want to be fancy, use one more counter and connect it to the impulse switch as well but set it to 2. Now use an AND gate with this pylon and the final one and the AND gate should go to the delayed off and produce a signal at 2020 seconds, so only 5 seconds wasted.
You can use this to clear the fog in Far Harbor. Of course it's very temporary, so you'd have to have it pop quite often, but it's totally possible. If there were more settlements in FH, you could have the effect in more places.
I wish I could have lights that turned on and off at different times. Like during the day lights necessary to show displays/open signs and then at night only the regular “house” lights will be on minus at the bar because that will obviously still be open when the other settlement vendors close up for the day
Do you have to build multiple of these for different areas of the map? If I build one of these in Sanctuary and then travel to the castle does it effect that weather? I’m guessing I do
One tiny math error. The interval switch isn't triggering the power counter every 10 seconds, it's every 11 seconds, b/c It's turning ON for 1 second, then off for 10, for a total of 11 seconds per cycle. If you count the blinks, it does do 10 red blinks then 1 green blink. To confirm, I Checked it via the timing on the first couple ticks before you sped up the video (Couldn't do it after b/c It seems after the speedup, the video remained partially sped up, as the ticks are much closer together, and the settlers voice sounds sped up too). So right after you hooked up the power counter, the first 'click' from 0 to 1 happens at 7:25. It then clicks over from 1 to 2 at 7:36, and 2 to 3 at 7:47 You have to remember to count both the on AND off times together for the total cycle time, so if you wanted a 10 second cycle it would be 1 on 9 off. A 5 second cycle would be 1 on 4 off, etc.
Yes, I sped up the footage to keep the video brisk. But I actually did a test using a stopwatch IRL for the 100 second combo and it came out to _exactly_ 100 seconds. So that's why I said that.
@@SkooledZone that's odd, b/c it times out to 11 / tick when I timed it in your vid. I don't have a stopwatch though, so was forced to use TH-cam timestamps, maybe they're just off a bit. *Shrug* In any case, thanks for all the great content man. :)
A caution about the wireless glitch trick: it can trigger power grid errors, which are notorious for causing crash to desktop. I've been using the power grid tools mod on Nexus mods to remove the bad nodes then wire everything up. It has solved the CTD problem. But if it works for you, that's okay.
That's why I stopped using it too. I do the wired version of the glitch and run it underground. No problems with it and I've played for years using it.
Just a heads up... When you leave a settlement the counters do not continue to work ... I tried using this to create a clock at a settlement and it worked fine till I left and went somewhere else. When I came back the counters were not showing the correct numbers. And no I was not using fast travel.
Damn, there goes my idea then. I thought it would be cool to possibly set this up in such a way that you could have street lights running in a settlement (e.g. Sanctuary) at night then have them turn off during the day. Shame that it doesn't work like that, I think that would have been cool.
You're welcome. And yes, you'll need to keep filling the launcher. Some places like Far Harbor need them quite often, like maybe every 3 minutes. Other places like the Slog may only need it to launch every 30 minutes.
What happens when you walk a far enough distance away that Somerville isn’t visible, then return? Will the weather shells stop firing when you walk far enough, and then start when you walk close enough? What’s the distance?
Thank you! That's is genius idea! I think I'll try to make it the other way around and turn on lights when shopkeeper leaves his shop at evening... NPCs seem to go sleep very late in my settlement. Thanks again!
Off topic, but do you know of a way to overcome the Kessler glitch, who never gave me access to the Bunker Hill settlement? All she does now is tends her garden and says the same things about the town. I read that this glitch only happens on the Xbox version of the game. Somehow the dialog got messed up after the Battle of Bunker Hill quest and she never granted me the settlement. I was angry with the entire game after this glitch happened.
I'm trying to use power counters with a terminal in FO76 with zero luck. 8ve tried it with pressure pads, manual switches...no matter the configuration the counter sends power on "1". Also the terminal doesn't remember my setting. I think it resets as soon as I leave the terminal.
There might be some creative uses for the ball tracks but I think the developers mainly wanted to put it in there as a way to create Rube Goldberg machines: en.wikipedia.org/wiki/Rube_Goldberg_machine
Can an On/Off switch be added so you could turn on the weather controller when you need it, and shut it off when you don't,? Or simply when you arrive, and before you leave?
Sure, you can have a wire and a switch bypass the "daisy chain" and hook up directly to the mortar. That's what I'm going to do in Far Harbor in case it gets rainy and I don't feel like waiting for the power counter timing.
Just want to say that I found your channel just recently and I have been enjoying your content immensely! Your presentation skills, user-friendliness and all-around vibe is very comforting and easy-going. Currently binging your No Mods Shop Class, and shall delve into your other stuff after.
If you program any of the items but then remove it from power, does it reset to its default? I built this and moved it and the timing seemed to be off and had to redo it 😥
Instead of using multiple interval switches to add more time; use more of the power counter ones. Have 2 of those in a row and it’ll make it take way longer. The first one would have to rotate ten times before the second one rotated once. Could mix and match those two devices to get the time you need. Better than having 100 interval switches in a row lol
Alternatively, couldn't you use shorter times but add multiple counters? With one interval switch and 2 counters you would multiply the time by 100, yeah? E.g. 1 second off is 200 seconds, 2 seconds off is 300 seconds, etc. That would be theoretically easier, albeit more limited, than consulting a multiplication table for having multiple interval switches and a one counter, where you'd have a schedule like: 160 seconds, 250 seconds, 360 seconds, etc.
Yup, that's what I'm actually doing in Far Harbor. One interval switch set to 4 and two power counters should equal 400 seconds, or about 7 minutes, which I think should be perfect.
It just gave me an Idea with The Junk Mortar... I shoot the dead settlers out of Them. It's pretty fun to see a dead guy fly across your settlement in no clothing at someone else. Ill Put up a Video on it too. My Builds are Comedic with a story.
Why do you need timed off set to 1s? Interval switch would put the whole line off after the same 1s. Also I'm not sure if it would be 10s intervals, more like 10s off + 1s on for a total 11s.
I got a neighbor, around 70 years old, playing Fallout. I showed him your's and SarDeliac's channel to better understand building and to take care of his "virtual pets", his term for settlers.
Fallout 4 is just post apocalyptic tomagachi
@@djtheopossum6850 Thats the best analogy i've heard in many years
NoRespawns’s early FO4 build videos are a pretty good entry level source as well.
Such a shame that Sar stopped playing Fallout 4. Just loved his trashy style ;)
That’s cool as f***, when I’m that age I will be playing Fallout 4
Hi! I'm happy that people still care about fallout 4, thanks for being an Awesome youtuber
That makes SO MUCH MORE SENSE!
Thank you😅
Just started playing 4 about a month ago. Gave games up for about 5 years. I'm back. Glad people are still making videos, makes me feel like I didn't miss the boat as much.
You didn't miss the boat because the building element in Fallout 4 is pretty much never ending. ;-)
i started my second playthrough of fallout 4 not that long ago and i’ve found your videos super helpful and i honestly didn’t know you still made fallout 4 videos but it’s super cool to see you doing what you love
I finally found a channel that still plays Fallout 4 I'm definitely going to subscribe
This guy's "No mods Shop class" videos are absolute gold. I thought I was building decent settlements before but after I watched his videos and used his tips I am actually making settlements that look like I know what I'm doing
@@Badger32284 yes he helped I can now learn how to use my dlcs that I had for like a while.never new how to use them
Always makes my day when I see a new Skooled Zone video. Thanks for all your hard work.
You’re an amazing dude! All of my settlement build were made possible by your amazing advise!
Glad I could help!
Thank you for sharing FO4 content. Still can’t tolerate the blurry graphics in 76, but I love Fallout. Eagerly awaiting new ways to enjoy one of the best games ever made.
I finally broke down and bought ’76 on a steam sale last Yule sale. Played for a while. It wasn’t totally terrible, but I wasn’t exactly impressed either. Deleted it after about 3 weeks.
Yeah I thought I needed new glasses when I first started playing 76. “I’m sure FO4 didn’t look this blurry….”
But it turns out a lot of the blur is because of crap ini settings. So if you’re on PC you can tweak those (angry turtle has a guide) and if you’ve got a video card that supportsin game fiters to really get rid of that blur. My cards Nvidia and the hotkey is alt-F3. Then I used the sharpen setting as well as fiddling with the colors and contrasts to reduce the sunlight/shade difference.
After I applied those tweaks it actually looks really good!!!
Thank you for this video!
It's astonishing that they went to the trouble to put such advanced (complicated / confusing) things in the building part of the game.
And equally astonishing that they barely explained how to use them. ;)
For These really complicated, questionable use-case items have a feeling that they just made items replicating basic coding operations, and let people figure it out themselves.
Kinda like crazy minecraft redstone contraptions or, making a functional clock using pump-jacks and minecarts in Dwarf Fortress (although the most fun DF minecart thing is making a corridor clearing rail-shotgun)
Always, wanted to do a fireworks display at the castle after the institute was defeated, but never could figure out how to stagger the mortars.
Thanks!
Glad to see your still working in Fallout 4. I still playing it nearly everyday. With mods there is just so much you can do and with your School even to keep the creative juices going!!! Thanks for all the instructions and ideas!!!
Wow amazing how you still upload. I feel like there should be a way to make your channel grow more. You deserve it so much
Seriously. I love the Skooled Zone! Master talent.
Watching these videos; is like watching Bob Ross paint... (i love Bob too.)
I read the post about the 70 friend who plays FO.. I honestly laughed out loud; considering I'm 71 and have a very Love/Hate with this game. Ah hell, I'm obsessed. I've been a geek since '76 with my Radio Shack Tandy Model 3, 1200 baud modem, and running a BBS server and creating custom BBS ASCII art. High-five to neighbor!
ANYway... I have a Vacuum Hopper feeding 3 independent sorters, and each sorter must be programed to pull a given number of a particular item(s) and send them to a Conveyor Workshop Storage. On each sorter the nuts-n-bolts will be designed to pull a specific number of a particular item, then close the gate and send the rest to Conveyor Storage.
... I have the Laser Tripwire set and Conveyer Diverters in place. Unfortunately, here's where I'm in a quandary. Power Counters only count power cycles (I'm assuming), not items.
So 6 sec. or 9 sec. intervals don't do me a bit of good.
Life would be just dandy and so much easier to manufacture synths especially, if I can divert the overflows to Conveyor Storage and program: Sorter 1 = to pull from 6 to 30 (synth tissues); Sorter 2 = to pull from 1 to 10 (new synth components), and Sorter 3 = to pull 12 to 60 (bone).
--- Worst case; I'll just keep counting and transferring the old fashion way.
Skool me professor. ;D
Synth Production has it's place; in MY particular playthrough. But the 'production' option runs continually until you run out of a required ingredient. I don't want that many! And I don't want to hang around, or return to the facility and deal with 20 or 30 NPC's wandering around in their underwear.
Thanks to any and all for the feedback.
SteveJones.. (aka: Soloman)
(Been a fan, follower, and subscriber for less than 71 years)
Glad you found your way to the Skooled Zone! =)
Did you say you manufacture synths? That must be a mod or creation club thing.
@@SkooledZone Only recently did I give it a shot to enhance my playstyle with a few mods.
Even with them, there are build challenges. Mostly bugs, not glitches. - Anyway, the Synth Production is a 'for shits-n-giggles mod.' But the root of my inquiry is, to find a way shut down sorters/forges by number of items.
Recently I read a comment re. belt laser, 2 counter wheels, and logic gates.
In that case, I'll end here and go link to one of your class rooms for a while.
All the best to you.
I love Fallout 4 building for this. You never know if you need a logic gate or power gadget, but when you do, it's there.
Thanks for the video, man
Never was good at building. But you did teaches this old dog some new tricks. Thanks for the help.
My nephew has just started with Fallout 4. These videos have been SO helpful (tips and tricks GALORE!) to me for the last few years, I am very excited to share these with him!!
...or you could have a mortar fire periodically at the ironworks or some similar place near one of your settlements. You know, just to keep them on their toes. Great video!
Hey I just want to say that you are the best because I still play fallout all the time almost every day and I listen to you and what you do is take or practicality of real life and make it practical for use in fallout
Power counters can be used as binary memory, example: set a counter to 1 and hook to the output of one NAND gate with two inputs, one for power and the rest is "signal" (combine any number of inputs to a single line) so when anything triggers a signal you get the power switching on or off and it stays there until it gets another signal. This way you can use loads of delayed off swithes across a settlement to open and close a gate with a single click no matter which button you hit.
Genius. I didn’t really understand what you wrote and I just did it and it worked.
You realized a relay (Relais). A much better or meaningful usage for power counter. It counts…but not power, it counts signals.
Also genius idea to use a logic gate with one power input and one combined signal channel.
Oh snap new video for labor day weekend nice lets go
I'm not even sure I knew that existed.
Thank you so much for this. I have wanted to find a use for these counters but never have. I keep Looking at them in my menu and then exiting for lack of inspiration! Now I will be more inclined to use them particularly in the swampy areas! Cheers Professor Paul!
OMG I have not seen notifications from you in a long time and eventually figured you may have dropped out. This video finally showed up in my suggestions and I found that somehow I had been un-subscribed.
I am glad you're not gone and you have actually reminded me that I enjoyed this game. Time to go dust off the X-Box and let it run 5 hours of updates and start catching up on all your classes and homework I missed!!
So happy to get this! Thank you so much!
That is absolutely genius you are an amazing builder in fallout and an amazing TH-camr I love your content and I can't wait for the next video much love have a good day
The delayed off switch is superfluous in this setup. The power is only on in one second intervals anyway.
Thanks.
Thank you for posting this. I immediately put this to use at Longfellow's cabin. I used a 5 sec off/ 1 sec on for the interval and 2 counters, for a 10 minute launch interval. It seems the weather shell effect last about 6 minutes +/-.
That's awesome! Although wouldn't that be an 8 minute launch interval? 5 x 10 x 10 = 500 / 60 = 8.33, which is exactly what I was thinking of doing at Dalton Farm.
@@SkooledZone It's weird how it works out, but it's 6 seconds in total for the interval when timed at 5/1. I tried 6 seconds off and 1 on, with my setup, but it was over 11 minutes.
Thanks bro!
Yes
7:42 So the power counters are acting more like x10 multipliers of the time you want? So instead of 10s you could have a 100 then a thousand and so on by linking them?
Wow. I feel dumb now after realizing I missed out a lot on Vanilla contraptions, and considering I'm starting my second ever (survival) run, this is going to make some ideas into a reality! ✌😏
Edit: 8:42 I was so eager figuring that out I didn't let you explain, mea culpa 😅
And you can change the multiplier, giving you an endless range of times. I have a machine that every morning, point 7am gives out a purified water and some food for breaky.
@@georgemurdock7670 Niceee! Playing survival has taught me to sharpen up, and I'm glad for Skooled for giving us tips on how to tackle common problems with Vanilla 😁
Definitely found one my new favourite channels
That would be soooo cool to make a disco set of lights using the cycling lights! Gonna try making a disco room with flashing lights of different colours!
That's an awesome idea. If you get it to work, post it on the subreddit: AfterSkooled.club
Wow you're still making Fallout 4 videos, respect man that's dedication. You should make a new series reviewing lore friendly mods. :)
Not sure if you already know this but you can also build underground in any of your settlements!
If you place a cooking station on a floor tile and add a ladder going up to the floor you can pillar glitch that underground so that the top "handle" of the cooking station just barely shows through the surface. When you interact with the cooking station the game puts you under ground. Once you exit the station you are still underground and you can build downwards from here. There's a height limit on how far you can go down (just like going up) and so far i've been able to build two levels down in most settlements.
You can use the ladder going up to exit back to the top world without the need to fast travel. I've been adding an underground vault to my Starlight Drive In settlement :)
Nice video. I'd try to use wifi glitching or conduits to try to fit everything in an outhouse with the mortar on the roof. I'm not sure it's big enough, but it would be really cool if you could fit a small generator in one outhouse, all of the switches in a second one right next to it, and maybe even a terminal just in the doorway. It would kind of be lore friendly as old his and hers outhouses (you could put the door on the one with the generator to signify that they are old outhouses and not just sheds) are being used to deal with $h!tty weather. The outhouses are also smaller and the to be located mostly out of sight, so using them would be a lore friendly way of dealing with the weather without it having to be a feature of the camp. If you stumbled across a settlement with that setup, and happened to find the outhouses, it wouldn't look out of place at all. Just would have to hope that people could differentially between the outhouses and the port-a-potty.
Nice! Except when all your settlers want to crowd into the outhouse, lol: th-cam.com/video/7h_IjSpa9IU/w-d-xo.html
Oh man this awesome. Can't wait to try this out. Never used it before as I didn't understand how it actually word with other stuff.. Thanks for show us yet another cool tip for fallout.
Just started watching your videos last week. I'm so impressed with all the building and tips you provide. Think you for the awesome content, you have a new subscriber for life...
Awesome, thanks. Welcome aboard!
Great idea. I love building factories and this will help so much
Thank you for uploading fallout 4 content even now
You bet!
I'd love to see a video for using this to setup a timer for streetlights in a settlement. Does it break the timer if you fast travel? Setting it up to turn on at 7pm and off at 7am is a dream to me. I'm running street lights on a separate circuit from houses, and this caught my eye fast
This is a great idea! I'm going to try it soon
This is very interesting i actually hate everything power in FO4 xD
It's so counterintuitive and more often than not the description of the items doesn't seem to fit... Even more so in German... Where translate a cycling light into a bicycle light is your smallest issue.
That's rather _puntastic_ lolz
That's really helpful, thanks! The electronics components of the game are something I haven't really made much use of yet. I wondered how to avoid shooting off all the shells at once!
Rock on 🤘
That's a nice use for the counter and relay switches, i have to test that out soon.
Usually i only use the counters in manufacturing by hooking them up to a laser switch, set up a row of counters of 5 or 6 (they lock together) and attach the laser switch to the last one in line so it counts accurately.
Whenever an item is created and goes down the conveyor belt, it passes the laser and that activates the counter. (only works for single items)
It's a useless thing to do but it gives a bit of a "lively" feel to my manufacturing plants i build at certain locations.
You're counting 10 + 1 second, so 11 seconds each cycle ;)
We love Fallout 4 content!
Great idea for Junk mortal. Neat!
You can change your pip-boy colour to white so it adds a white light to the torch, always helps me out when working in the dark
Awesome tip as always, man!
Hey man I don't know if you know this but you can have your settlers shoot off one of the emergency flares from the fireworks mortar if you hook it up to the emergency siren that they flip when the settlement gets attacked
Oh that's pretty cool. I never joined the Minutemen so I didn't know about that. Had to look it up.
Excellent!
Looks really useful for storing information
Heck yeah! Love the series!
I'm a bit confused as to why you would want another interval switch. If you daisy-chain the counters, the counter before another counter *is* this counter's interval switch. Let's say you have your base cycle of 10 seconds for a count of 1 at the start of the chain. If you daisy-chain another counter to the first one, this one will need 10 impulses from the counter in front to advance by 1. If set to 10, we're now at 100 seconds on the output of the chain. You can now add another counter and use a terminal to set it to, say, 5. Then we arrive at 500 seconds before that one sends a signal. Unless I am wrong, a weather shell lasts 9h. That's 32,400 seconds. Time compression in Fallout 4 should be 16 by default, so that shortens it to 2,025 real world seconds. This would require 3 counters. 10 done by the interval switch, 100 by counter 1 (set to 10), 1000 by counter 2 (set to 10) and 2000 done by counter 3 (set to 2). This should fire one weather shell 25 seconds before the previous one has expired. Now, if you *really* want to be fancy, use one more counter and connect it to the impulse switch as well but set it to 2. Now use an AND gate with this pylon and the final one and the AND gate should go to the delayed off and produce a signal at 2020 seconds, so only 5 seconds wasted.
Nice. I usually just put a target switch or two where I can see it from most of my settlement and shoot it. I mean, it is fallout.
You can use this to clear the fog in Far Harbor. Of course it's very temporary, so you'd have to have it pop quite often, but it's totally possible. If there were more settlements in FH, you could have the effect in more places.
Indeed, that was the whole purpose of testing this daisy chain out in the first place. ;-)
Another great video as always :)
Keep up the good work.
Thanks, will do!
Hi Mr. Zone!
I wish I could have lights that turned on and off at different times. Like during the day lights necessary to show displays/open signs and then at night only the regular “house” lights will be on minus at the bar because that will obviously still be open when the other settlement vendors close up for the day
There might be a way to do that: th-cam.com/video/IPZPaNhOiMo/w-d-xo.html
Do you have to build multiple of these for different areas of the map? If I build one of these in Sanctuary and then travel to the castle does it effect that weather? I’m guessing I do
Great video thanks!!! 😎👍❤️
One tiny math error. The interval switch isn't triggering the power counter every 10 seconds, it's every 11 seconds, b/c It's turning ON for 1 second, then off for 10, for a total of 11 seconds per cycle. If you count the blinks, it does do 10 red blinks then 1 green blink.
To confirm, I Checked it via the timing on the first couple ticks before you sped up the video (Couldn't do it after b/c It seems after the speedup, the video remained partially sped up, as the ticks are much closer together, and the settlers voice sounds sped up too). So right after you hooked up the power counter, the first 'click' from 0 to 1 happens at 7:25. It then clicks over from 1 to 2 at 7:36, and 2 to 3 at 7:47
You have to remember to count both the on AND off times together for the total cycle time, so if you wanted a 10 second cycle it would be 1 on 9 off. A 5 second cycle would be 1 on 4 off, etc.
Yes, I sped up the footage to keep the video brisk. But I actually did a test using a stopwatch IRL for the 100 second combo and it came out to _exactly_ 100 seconds. So that's why I said that.
@@SkooledZone that's odd, b/c it times out to 11 / tick when I timed it in your vid. I don't have a stopwatch though, so was forced to use TH-cam timestamps, maybe they're just off a bit. *Shrug*
In any case, thanks for all the great content man. :)
@@jemal999 No worries and thanks. Btw, I used the stopwatch app on my mobile phone.
A caution about the wireless glitch trick: it can trigger power grid errors, which are notorious for causing crash to desktop. I've been using the power grid tools mod on Nexus mods to remove the bad nodes then wire everything up. It has solved the CTD problem. But if it works for you, that's okay.
That's why I stopped using it too. I do the wired version of the glitch and run it underground. No problems with it and I've played for years using it.
Just a heads up... When you leave a settlement the counters do not continue to work ... I tried using this to create a clock at a settlement and it worked fine till I left and went somewhere else. When I came back the counters were not showing the correct numbers. And no I was not using fast travel.
Damn, there goes my idea then. I thought it would be cool to possibly set this up in such a way that you could have street lights running in a settlement (e.g. Sanctuary) at night then have them turn off during the day. Shame that it doesn't work like that, I think that would have been cool.
@@wastelander138 yeah that's what I wanted to do too. I just have my street lights on 24/7
Really cool!
First off, thanks for the tutorial.
1. Have you timed the storms and know how often the come?
2. Do you have to refill the launcher?
You're welcome. And yes, you'll need to keep filling the launcher. Some places like Far Harbor need them quite often, like maybe every 3 minutes. Other places like the Slog may only need it to launch every 30 minutes.
It’s almost Halloween 🎃 it occurs to me that set up could make some spooky 👻 lighting effects.
Indeed! Should we do a Halloween building contest? I think we should. I'll announce it next week! 👍
If you put them in series, you could have a pretty cool in game watch
What happens when you walk a far enough distance away that Somerville isn’t visible, then return? Will the weather shells stop firing when you walk far enough, and then start when you walk close enough? What’s the distance?
Love your videos. Do you play your game on PC? Just wondering if it suffers crashes or not. I mod my fallout and suffer crashes 😔
I know this is over 2 year old video but could this be used together with logic gate to make your lights only turn on when night comes?
It would be hard to time that out. However this video might help: th-cam.com/video/IPZPaNhOiMo/w-d-xo.html
Thank you! That's is genius idea! I think I'll try to make it the other way around and turn on lights when shopkeeper leaves his shop at evening... NPCs seem to go sleep very late in my settlement. Thanks again!
So logic gates are the next step to using 1 powersource, but multiple functions of your counters. It gets crazy quickly though!
Great but , how do you add control console which is placed behind the construction light ?
Plz tell
Here ya go: th-cam.com/video/rBYjusRuEIE/w-d-xo.html
@@SkooledZone Thank you so much brother ❤️👍💯
This is grand, but at Somerville wouldn't it be better to hook up the setup to an on/off switch in the spaceship marked "Teraform"? 😁👽
I actually have a separate weather change system up in the UFO. ;-)
Off topic, but do you know of a way to overcome the Kessler glitch, who never gave me access to the Bunker Hill settlement? All she does now is tends her garden and says the same things about the town. I read that this glitch only happens on the Xbox version of the game. Somehow the dialog got messed up after the Battle of Bunker Hill quest and she never granted me the settlement. I was angry with the entire game after this glitch happened.
I theory you can use this to turn on and off street lights
I'm trying to use power counters with a terminal in FO76 with zero luck. 8ve tried it with pressure pads, manual switches...no matter the configuration the counter sends power on "1". Also the terminal doesn't remember my setting. I think it resets as soon as I leave the terminal.
Just put the mortar on the shed's roof and glitch-wire it. Everything else can be inside the shed.
Big ups
I haven't played Fallout 4 in ages, so speaking of practical uses for some of the build items, is there one for the bowling ball and ball tracks.
There might be some creative uses for the ball tracks but I think the developers mainly wanted to put it in there as a way to create Rube Goldberg machines: en.wikipedia.org/wiki/Rube_Goldberg_machine
@@SkooledZone Gotcha, very much like the game Mouse Trap. That would have been interesting to see in Fallout, instead call it Molerat.
Can an On/Off switch be added so you could turn on the weather controller when you need it, and shut it off when you don't,?
Or simply when you arrive, and before you leave?
Sure, you can have a wire and a switch bypass the "daisy chain" and hook up directly to the mortar. That's what I'm going to do in Far Harbor in case it gets rainy and I don't feel like waiting for the power counter timing.
Kiitos!
Just want to say that I found your channel just recently and I have been enjoying your content immensely! Your presentation skills, user-friendliness and all-around vibe is very comforting and easy-going. Currently binging your No Mods Shop Class, and shall delve into your other stuff after.
That's awesome of you to donate to him. He deserves it. I wish I could afford it, I totally would!
Ah, you must be from Finland! Welcome. Really appreciate the _super-thanks_ donation! 💚
….I cannot get the interval switches to kick off the next one. It just turns on immediately, no delay?
If you program any of the items but then remove it from power, does it reset to its default? I built this and moved it and the timing seemed to be off and had to redo it 😥
Instead of using multiple interval switches to add more time; use more of the power counter ones. Have 2 of those in a row and it’ll make it take way longer. The first one would have to rotate ten times before the second one rotated once. Could mix and match those two devices to get the time you need. Better than having 100 interval switches in a row lol
Could you set this up to turn all the power off at night?
I wonder if this could be used for you auto door build?
Could you use the wifi glitch on this and delete all the connectors? I'm thinking of a strobe light room for a gauntlet type build
Yup, you'll see me show that off in the next Far Harbor episode.
Alternatively, couldn't you use shorter times but add multiple counters? With one interval switch and 2 counters you would multiply the time by 100, yeah? E.g. 1 second off is 200 seconds, 2 seconds off is 300 seconds, etc. That would be theoretically easier, albeit more limited, than consulting a multiplication table for having multiple interval switches and a one counter, where you'd have a schedule like: 160 seconds, 250 seconds, 360 seconds, etc.
Yup, that's what I'm actually doing in Far Harbor. One interval switch set to 4 and two power counters should equal 400 seconds, or about 7 minutes, which I think should be perfect.
It just gave me an Idea with The Junk Mortar... I shoot the dead settlers out of Them. It's pretty fun to see a dead guy fly across your settlement in no clothing at someone else. Ill Put up a Video on it too. My Builds are Comedic with a story.
Haha, awesome. Sounds like my old Halloween build: th-cam.com/video/sG02ZeWyOZk/w-d-xo.html
LIKE
👀👂🏻👍👏🖖
Couldn't you use the wire through wall glitch to connect to a Mortar on the roof then it could look like a stove pipe.
Sure, sure, of course. :) I was just letting people know that the firing animation is actually part of the function of it.
The lady in green is a tad overdressed for Somerville Place.
How do you make curtains
That's a tough one. Flags?
👍
Why do you need timed off set to 1s? Interval switch would put the whole line off after the same 1s.
Also I'm not sure if it would be 10s intervals, more like 10s off + 1s on for a total 11s.