******************************************************************************************** If you have read the comprehensive solution description and still need support, use the SKK Mods Discord channel? https://discord.gg/tgKNT77DC8 ********************************************************************************************
Do I need to place activation markers in settlements to be able to fast travel there? Can I use this to fast travel to new settlements specifically We Can Live in ones by glitch finder?
You can travel to any owned WorkshopParent registered settlement that is shown in the WorkshopParent generated list of owned settlements e.g. provisioner connections or relocating settlers. I have no idea if a mod registers their workshops with WorkshopParent or not, you need to read their descriptions.
For non registered standlone "player home" workshops build a vertibird activator and it will be added to the list.
thanks, for responding. Very cool. Happily endorsed.
Yeahhhh, truly a disaster. It's only divided our beloved mod community. What truly would have made it "next-gen" is making it compatible with our current mods...
I am speechless, thrilled and ... even more excited! The modifications you offer on your account are simply great. A big, big “thank you” at this point!
About this modification: I completed the main story with the Institute and wanted to fly with a Vertibird so much, but later realized that i don't have a Vertibird with the Institute. I only discovered this modification yesterday and I'm really happy about it: I can now finally fly with a Vertibird. Many Thanks!
Sometimes I just fly around with a Vertibird at the moment (via this modification). Shortly before I reach my destination, I use the Pip-Boy to change my destination and explore the Commonwealth from above. It's fun.
I wanted to ask whether it is normal for my own settlers to sometimes react aggressively to the Vertibird that is called and then shoot at it when it takes off from the ground. This doesn't always happen, but sometimes.
I've completed the main quest for the Institute and I'm seeing Synths firing at the Vertibird as it flies overhead. I think this has something to do with the factions and is just normal?
Ah, thanks for the food for thought. I'm currently using in my Test-Save the “Arbitration - Better Combat AI.esp” (https://www.nexusmods.com/fallout4/mods/2037) and I think that's the reason. I'll give it a try without this modification.
I have now tried it without this modification. Yes, it was probably because of this modification that the Vertibird was attacked.
Thanks again, it's great to fly with the Vertibird! Best regards.
This works very well in VR. There are other and newer vertibird mods out there,but they seems to be very script heavy and thats a bad thing if you already using Sim settlement 2 for example. This mod is great in more ways than one.... 1. Flying in vr is amazing! 2. Flying in vr is great :) 3. Makes it easy to get to dlc content (Nuka world/Far harbor) as the quest to get there tend to be buggy in vr.
So far i had zero lag or problems with it, will update here if i encounter something major. Edit: I can't sprint after exiting, fixes it self after zoning not a big deal for me, but it might be for you.
Conflicts are unlikely as this uses all of its own systems, unless that other mod has specifically targeted this one to mess with or it gets upset when time passes during travel. You would have to ask them.
Appreciate the mod. I am wondering though if the set vertibird activators (such as far harbor) impact previs/precombine in any way? There are no worldspace records in the ESP so I assume no. Sick that you can add them through scripts only.
Nope ADDING things can not break previs/precombines ever. Only changing existing statics can do that.
But, of course they will not be included in distant LOD. And adding enough new stuff can slow down the render pipe just as much as breaking precombines.
I've found that this mod does not play nice with Sim Settlements Conqueror, my raiders and the pilot and vertibird go hostile with each other on sight. This is not a problem with this mod, I'm just putting it out there in case anyone else experiences this. I'm assuming that the vertibird and pilot this game calls for are from the base game BoS faction which does raise a question as to whether or not I will have this problem if I ever go hostile against them in my play through.
The mountable map travel VFT quest and actors are actually the base game system and assets totally unmodified. Only the way the base game VFT quest it is called/started is magic.
The pilot is MM/BOS/RR depending on who you are pals with, so Sim Settlements Conqueror raiders are hostile to the base game VFT actors. Makes sense, and I would infer that Nukaworld raider outposts will be the same.
I just found this mod and I know this comment is old, but I would like to know what faction the pilot of the vertibird is if you have not done any of the main quest and are not friends with or have not met the MM/BOS/RR yet? I would like to add this to my new "faction-less" "kill'em all" playthrough but I don't want to summon birds that will shoot at me on sight. Thanks, and this looks like alot of fun.
The VWT virtibird is not an actor so no factions involved with that.
The VFT vertibird itself is not in any faction, maybe Virtibird faction so if you kill other vertibirds it will be hostile via faction crime. The VFT pilot defaults to Minuteman actor if there is no faction membership.
I have no idea how that mod works, so what it does to which factions and crime states. Does the mod description explain what it does to faction states ? Probably something you will need to test yourself.
It gives an alternate way to end the game by literally killing off all of the factions. Which makes any radiant encounters of said faction hostile instead of neutral or friendly. So if you are out and about exploring and come across say a group of BoS solders and have destroyed the Prydwen then they will attack you on sight, (same as vanilla). Where the mod comes in is it allows you to nuke the castle and destroy the Minutemen, something you can't do in vanilla. So after doing that it will behave just like any of the other factions that you can destroy in the vanilla game and turn any radiant npcs of the Minutemen that you encounter during your travels, hostile to you attacking you on sight. I'm hoping that since you said the VWT birds are faction independent that it doesn't make them hostile when all of the factions are destroyed and there is anarchy in the Commonwealth. LOL. I think I'm gonna give it a go and see what happens, cause the immersion factor of this mod is a real boon especially for Survival Mode, which I've been playing alot of lately.
108 comments
If you have read the comprehensive solution description and still need support,
use the SKK Mods Discord channel? https://discord.gg/tgKNT77DC8
********************************************************************************************
or is this only for travelling in the vertibird?
For non registered standlone "player home" workshops build a vertibird activator and it will be added to the list.
Happily endorsed.
Yeahhhh, truly a disaster. It's only divided our beloved mod community. What truly would have made it "next-gen" is making it compatible with our current mods...
Don't do Next-gen.
1000 mods installed and working fine.
NAHHH I don't think so. For what a few new toys.
If it is before April 25 2024 it was clearly published before the Fallout 4 update disaster.
You are welcome for the fishing rod rather than just a transactional fish.
About this modification: I completed the main story with the Institute and wanted to fly with a Vertibird so much, but later realized that i don't have a Vertibird with the Institute. I only discovered this modification yesterday and I'm really happy about it: I can now finally fly with a Vertibird. Many Thanks!
Sometimes I just fly around with a Vertibird at the moment (via this modification). Shortly before I reach my destination, I use the Pip-Boy to change my destination and explore the Commonwealth from above. It's fun.
I wanted to ask whether it is normal for my own settlers to sometimes react aggressively to the Vertibird that is called and then shoot at it when it takes off from the ground. This doesn't always happen, but sometimes.
I've completed the main quest for the Institute and I'm seeing Synths firing at the Vertibird as it flies overhead. I think this has something to do with the factions and is just normal?
Best regards.
If something has configured your settlers to be aggressive or enable aggro radius on their AI packages that will cause 'em to attack neutrals.
I have now tried it without this modification. Yes, it was probably because of this modification that the Vertibird was attacked.
Thanks again, it's great to fly with the Vertibird!
Best regards.
1. Flying in vr is amazing!
2. Flying in vr is great :)
3. Makes it easy to get to dlc content (Nuka world/Far harbor) as the quest to get there tend to be buggy in vr.
So far i had zero lag or problems with it, will update here if i encounter something major.
Edit: I can't sprint after exiting, fixes it self after zoning not a big deal for me, but it might be for you.
But, of course they will not be included in distant LOD. And adding enough new stuff can slow down the render pipe just as much as breaking precombines.
The pilot is MM/BOS/RR depending on who you are pals with, so Sim Settlements Conqueror raiders are hostile to the base game VFT actors. Makes sense, and I would infer that Nukaworld raider outposts will be the same.
The VFT vertibird itself is not in any faction, maybe Virtibird faction so if you kill other vertibirds it will be hostile via faction crime. The VFT pilot defaults to Minuteman actor if there is no faction membership.