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  1. PJMail
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    I am going on an extended vacation so no support until June.
    EVERYTHING you need to know is in the sticky Posts below, Articles, or the Description Page.
    I may look in occasionally, but if I see Comments or Bugs fill with Posts that are covered by those, then I will lock them.
    I have spent a lot of time making that information complete, and will be insulted if you can't be bothered to use it.
  2. PJMail
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    Install Issues? - If it doesn't work properly after Install/upgrade, check this Article FIRST!

    Have a question? - Check the FAQ Article before posting your Question/Bug report.

    Things I can't fix (Game restrictions) so don't complain about them:
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    • VB's don't land on Landing Pads if sent there via Pipboy map. This is a game bug. Use the Recall Menu 'Fly to' options.
      (niston has a solution - use his mod Verticall 4 Settlements?, and the FPV patch in optional files, to fix pipboy map flying).
    • VB's fly strangely/circle around first. The game controls the VB flying/pathfinding - complain to Bethesda.
    • Game crashes when flying. A problem with YOUR game/PC not handling the load of many NPC's/buildings appearing as you fly.
    • Player/Pilot/Passengers exit VB badly. VB exit animations are wonky (or even non-existent) for some seats.
    • The 1st person viewpoint from Pilot seats can get too high - Bethesda's Pilot Animation not created for Player so Wonky.
    • The VB won't rotate anticlockwise. As above - I use the animations Bethesda provided. If you create a working animation I will add it.
    • Recruited NPC's may not stay with VB. Any existing Quests on that NPC can override/interfere with them being VB Crew.
    • Same is true for Mod added Companions/Followers - their built in quests can take over and exit them from the VB.
    • Steamdeck/VR/Xbox does not support Manual flying via controller - Bethesda/F4SE restriction. Not my fault.
    • VB has moved when you return - The game doesn't recognize Workshop buildings as 'ground' so moves the VB. Game Bug.
    • Game 'locks up' for a while when you return - Game has moved VB into an enclosed area causing it to 'jitter'. Game Bug.

    Pilots - Inventory access, Outfit Reset issues, and using "Alternate Pilot" Mods/options:
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    • NPCs with randomized features WILL eventually reset their equipment back to default (keeping Inventory), OR change their face and Sex (with loss of ALL the extra items you gave them).
    • This normally happens if they are left for a long time in an unloaded Cell (i.e. you are a long way away).
    • This appears to be a game 'feature'  as it occurs on any NPC created from Leveled Lists (e.g. to randomize Face/Sex).
    • This is why Companions (or any NPC with an unchanging Face and Sex) are not effected by this bug.
    • The Standard (Random) Pilot, "BoS/RR/MM/Enclave Pilot", and "Interactive Pilot" (from those mod) therefore has this problem.
    • DO NOT give the Pilot extra items if it is set as "Random", OR replaced by a "Pilot replacer" Mod. YOU WILL LOOSE that stuff!
    • If you 'recruit' an NPC (i.e. a Settler) then these issues can occur to them too. 'Unique' NPC's (like Sturges etc) however do not reset.
    • For this reason FPV now has a 'fixed' Pilot option you choose "Protected,Modifiable,Accessable" or "Essential,..." Pilot types.
    • This Pilot will NOT reset so is safe to give items to equip. Approach the Pilot (when landed), Press E, and you are given a menu of options to change the Pilot however you want (Face, Body, Sex, Inventory, Name).
    • NOTE 1: This mod does not give access to 'Recruited' Pilots inventory - you will need a separate mod for that.
    • NOTE 2: If you use FPV Interactive Pilot, BoS Pilot, Railroad Pilot, Enclave Pilot etc, then "Pilot Type" needs to be "Random" for them to work.
    • NOTE 3: You need to "Change Pilot" after you change the "Pilot Type", "Voice", or install an Alternate Pilot Mod, to get your new Pilot.

    MCM/Holotape settings required to use Alternate Pilot Mods.

    Xbox Console and VR Support
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    - The mod works fine on VR and Xbox BUT does NOT use F4SE/F4SEVR so I recommend using the "No F4SE" install option.
    - F4SEVR (V0.6.20) is ignored as the F4SEVR functions used by FPV result in CTD - so lacks any F4SE features (see FAQ).
    - Xbox version is on Beth.net - and is the 'easy', NoDLC version of V1.7c.
    - There is no Turret Weapon visible on landed Vertibirds in Xbox/No-F4SE versions (to resolve a Door closing issue)


    All previously Posted information now moved to the linked Articles due to new Nexus Posting limits...
  3. PJMail
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    Options when Installing this Mod (Realism etc):
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    - What "Extra DLC features" choice do I use if I have NukaWorld, Far Harbour, and Automatron? DLC MapMarkers and Automatrons
    - And if I am missing one of them? Automatron Vertibird Travel if you have Automatron, otherwise None.
    - I Like Realism!
    Select the 'Realistic' choice - Vertibirds are harder to build, require Fuel and Ammo, and travel in 'realtime'.
    - How "Hard" are Vertibirds to build then? They need Vertibird parts looted from wrecked Vertibirds (or purchased from the BoS).
    - NOTE: You need "Lootable Vertibirds" mod installed to be able to loot wrecked Vertibirds!
    - I don't want that! Install the 'Easy' choice for 'easy build' Vertibirds. The rest of the realism features can be enabled in Holotape/MCM.
    - Less Realism settings: Via Holotape set :-
      Vertibird Warps on Travel: also if Player onboard
      Vertibirds drain Fusion Cores as fuel: No
     
    Turret Minigun does NOT use Ammo
      Vertibirds Autoheal:
    On
    - Or via MCM set  :-
     
    Vertibird shortens travel time by teleporting only if Unseen or Player Onboard
      Does your Minigun use ammunition? NO
      Do Vertibirds drain Fusion Cores while flying? What % per hour? 0
      Do Vertibirds require repairing (Do not Autoheal)? No
    - What is "restricted build" option? This stops you building a VB until the BoS/Railroad/Minutemen give you Vertibird call flares.
    - What about "BoS/Minutemen/Railroad Pilots"? Uses the Vertibird Pilot NPC's from those faction (see FAQ for more info on Pilots).

    Upgrading to the Latest 1.6.x version:
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    - Make sure your VBs are landed (no need to delete anything).
    - Uninstall the old FPV version (and any patches for it).
    - Immediately install the new version without restarting (answer YES to overwrite messages).
    - Select (at least) the same features you used in the previous version during the installation.
    - Verify you have NO 'FPVertibird' directory under data/scripts, data/meshes, data/materials
    - NEVER restart the game without FPV installed, unless you are removing the mod PERMANENTLY!
       (this mod NEVER requires a 'clean mod installation' as scraping all Vertibirds has the same effect and is safer for your saves)
    - Restart Game. Ignore warnings of missing "FPV..." mods (now built into this version).
    - [Optionally] Store and Recraft your Vertibird(s) to make them 'new' (recommended but not reequired).
    - NOTE: To use the "Rename Vertibird" option requres F4SE, Rename Anything, and Textinputmenu installed.

    Upgrading to V1.7 (all-in-1 version) from V1.6.x:
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    - You 'can' just replace V1.6.x with V1.7 - it works, but I recommend:-
    - Scrap/Store (Tab) ALL your Vertibirds, remove any Vertibird rings/hats from your companions, and release any Pilot/Gunner you recruited.
    - Craft the Vertibird Utility (as a Chem Station) and activate it. If it finds any Vertibirds then select "Destroy all Vertibirds".
    - Save game and exit.
    - Uninstall your existing FPV plugin.
    - Install FPV V1.7 and start your game.
    - Recraft your Vertibirds and any rings etc. Re-recruit your Pilot/Gunner, and re-equip your companions with any Rings.

    Doing a Clean Reinstall:
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    - NEVER start the game between any of the following steps, as you will get errors and loose your existing VB's etc!
    - Uninstall the FPVertibird Mod and any Patches (language updates etc) for it.
    - You should have NO fpvertibird directory under data/scripts, data/meshes, data/materials.
    - ReInstall the FPVertibird mod (multilanguage or English only), and select the same features as you had before.
    - Reinstall any appropriate patches for it, and Start your game from your last save, as normal.
    - If you want to change any of the MCM settings - this would be a good time.
    - (optionally) Store (Tab) and recraft your Vertibird(s) at any of your Settlements (this will make sure they are also Clean).
  4. PJMail
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    Optional Downloads:
    Careful - Mod managers see these as the same as the main mod and will ask if you want to "uninstall the older version?" - say NO.

    Power Armor Targeting HUD Patch
    - Improved version of this Power Armor Helmet feature
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    - Generic PA Targeting HUD conflicts with the FoF HUD Scope option on the Vertibird Minigun so this mod turns off the PA HUD when onboard the Vertibird.
    - Improves the PA HUD by also highlighting Friends (green), Enemies (Red), Sleeping NPCs (Blue), Dead NPCs (Yellow), and Synth Settler infiltrators (purple).
    - Also includes common Targeting HUD fixes (such as only working for Player)..
    - NOTE! HUD only active if you are sneaking or have weapon drawn (and disabled during conversation).

    Classic Vertibird Replacer Patch - Changes your FPV to also use the FO3 Vertibird design
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    - Your FPV Vertibirds will now use the Classic design like all the other Vertibirds (including any additional changes added by other mods)
    - Make sure the Vertibird Replacer Mod is after FPVertibird in you load order.
    - Fixes the seating so no passengers travel 'outside'.
    - Any issues with Faulty animations, etc - report them to that Mod's author Not me (that mod has no new animations for the model)
    - However - The 2nd Gunner position and Cat seat are not available.

    America Rising 2 Enclave Pilot and Vertibird Paintjob Patches - Because you are Enclave now too!
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    - Fixes aggression against Pilot and Vertibird by Enclave "Very Aggressive" units (Like Assaultrons).
    - Adds the Enclave Logo to your Vertibird

    Player CoPilot as Gunner Patch - An early buggy experiment in allowing the Player to fire the VB's Guns while in CoPilot Seat.
    More Patches for Supported Mods (that need them to work better with FPV)
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    Airship Player Home Patch - allows use of the other Docks for FPV
    - When you select "airship" as a destination "Settlement" in the Recall/in-flight menu the Vertibird will fly to an unused Dock (instead of the one used by the Airship's Vertibird).
    - Doesn't alter the Airship mod, or effect what happens if you select the airship in the Pipboy map.
    - Fixes issue of this mod removing the MHD data (causing Vertibirds to fly through buildings).
    Better Vertibird Patch - So Vertibird will flee/land before both engines are on fire (as BV will destroy the Vertibird then).
    Damn Apocalypse Loot Module Patch - Adds Vertibird Parts back into DA's loot VB list.
    - NOT required if FPV placed after the DA loot module, or you are using "Easy" VB recipe, or you don't use Lootable Vertibirds.
    Immersive Hunting Overhaul Patch - Adds Vertibird Parts into Loot salvaged from Vertibirds.
    - NOT required if you are using the "Easy" VB recipe. Don't use Lootable Vertibirds if using IHO.
    Verticall Patches - so they are recognized as Vertipads by FPV
    - These make the Vertibird Land, Recall, Send menu options recognize these Verticall Helipads when you are near them.
    Sunshine Tidings Overhaul Patch - Makes the Helipad work as destination for Vertibird Travel to this Settlement.
    Atomic World Patch - MHD Fix so vertibirds don't fly through the Terrain and structures added by this mod.
  5. PJMail
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    Current version Details:.
    V1.6.7 (PC) or V1.7. (Xbox). - Supports FO4 OG, FO4 NG, FOLON, XBOX, VR, and all languages.

    Pre-release updates:
    V1.6.8e - You can replace V1.6.4 (or later) with this  mid-game. It is save-game safe.
    NOTE: Do not use any patches made for "FPV V1.7 ONLY" - these will cause your game not to start/CTD when an FPV is visible.
    Upgrade Notes:
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    - Uninstall the old version then immediately Install V1.6.8 Choose the same options as your previous install
    - You need to scrap and recraft any Vertipad Spotlights you have to get the new fixed version.
    - Ignore messages about missing "FPVRings.esp" and "PAVertibirdNoFSTFix.esp" - they are obsolete and won't cause a problem.
    - If these exist in your Load order, please remove them (that will not break your saves).
    Remember: Upgrades replaces all previous FPV hotfix/patches so remove them all BEFORE you upgrade to latest Version.
    (Only remove Patches for FPV, not compatability patches for other Mods - unless listed below under "Other Updates")
    DO NOT use Alternate VB or Pilot Mods (meant for FPV 1.7) otherwise YOUR GAME WILL NOT START!

    V1.7c All-in-1 - For use on saves WITHOUT FPV already installed (i.e. new installs or if FPV is removed first).
    This is V1.6.8e Multilanguage with FPV_Armored.esp merged into FPVertibird.esp - so should have less problems with Vortex/MO2.
    NOTE: If a Patch says It is for "FPV 1.7 ONLY" then use this instead of the one originally available for V1.6.x.
    Install Notes:
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    It is NOT save-game safe (i.e. not an upgrade), and only meant for games that do not have FPV installed yet (or Xbox).
    Also it is NOT compatible with original versions of Classic FO3 Vertibird, or Warbird. Use specific "FPV 1.7 compatible" versions.
    If using FPV - Interactive Pilot Mod, then DONT use any of its 2.6.1 Bos/RR/Minutemen optional patches!

    New America Rising (AR2) optional Patches are available (for those playing friend of the Enclave)!

    All FPV versions are compatible with Fallout 4 "Next Gen" update:
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    The NG update doesn't impact FPV basic functionality, however full functionality requires F4SE update 0.7.2, or later, if on FO4NG2.
    All version of FPV run on Pre and Post Next Gen updated systems, it is only F4SE that is version specific.
    Note1:  F4SE is not supported on FO4VR, Xbox, or Gamepass versions, and is limited on SteamDeck.
    Note2: Rename Anything and TextInputMenu mods have not been updated for FO4NG so you cannot rename VB's/Pilots.

    Current F4SE NG (V0.7.2) issues:

    - Minigun turret sticks through door, and the stands aren't displayed correctly. This is due to Matswap issues in F4SE 0.7.2, not my Mod.
    - For the same reason the landing gear does not retract on Enclave Classic Vertibird (Flyable Personal Vertibird)

    Other updates available:
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    • Verticall Milton Hospital Patch V1.2 - Old version of my patch never worked properly, this one should!
    • Verticall Cambridge PD Patch V1.1 - as above. Also activates the landing lights when your VB approaches.
    • Better Vertibird patch V1.1
    • Updated Classic Vertibird Replacer patch v1.2
    • Patch for Verticall Settlements so it's Landing Pads are recognized by FP Vertibirds.
    • Patch so that the 'Special' Paintjob option uses the AR2 Enclave Paintjob.
    • Patch to replace "Random" type Pilot with Enclave one. This also stops Enclave Hostility to VB/Pilot!

    MultiLanguage version Users - Please Note:

    If you use an 'improved language' patch mod (made for an earlier hotfix/version), then you will get broken options in the  'Recall Beacon' Menu, Holotape and MCM. ALL of the current Language updates are for earlier FPV versions so unsuitable.
    Thanks to everyone who supplied valuable feedback, kudos, and bug reports.
  6. PJMail
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    If you want help then please do the following:

    - READ the Help with Installation/FAQ Articles FIRST See if they answer your questions, and if not then say what you tried.
    - Check you are you running the latest versions of the mod!
    - Check the 'Incompatible Mods' list on the main description page to make sure that is not the problem.
    - Check the Known Issues remaining in the Install Issues Article to see if it is a known problem.
    - Check you are not missing a patch for a mod that is listed as 'compatible with patch'.
    - Provide the symptoms of your issue (not what you thing the issue is), and only for one issue at a time (don't mix together multiple attempts).
    - Provide the Version of FPV, and whether the issue happened only after you installed/upgraded FPV.
    - What version of FO4/F4SE are you running (or is it Xbox/Steamdeck/VR).
    - What settings (MCM/Holotape) have you changed from default, and what install option did you use (Easy or Realistic).
    - Don't provide any load order lists/logs (especially no bits of logs) until I ask for them.
  7. TmaxInSkyrim
    TmaxInSkyrim
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    Alright, guess I just need 1.68e
  8. JPRS73
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    Wish the controls were smoother, very good mod tho!
    1. PJMail
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      My aim was to use the existing AI/animations supplied by Bethesda so it does fly very rough - Bethesda only uses Vertibirds in a couple of scenes/random encounters so did not spend much effort on it...
      I don't have the skills to produce better animations etc so it is what it is...

      Thanks for commenting positively though.
  9. cockysquig01
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    AMAZING mod ! - this is how vertibird should be implemented in the base game...thank you for making this & your time.

    I have couple of questions if I may please ? ( If these have been answered already I apologise, but there are thousands of posts by now !)

    1: When Im a co-pilot (Right seat), and the AI is piloting (In left seat) & the vertibird uses MISSILES - Occasionally the missiles will insta-explode when fired and kill me whilst in the co-pilot seat. This ONLY happens in cockpit 1st view. If im in 3rd view the missiles do not explode on the vertibird (I guess its a clipping issue / missile exiting point ? ).

    2: After building the 2nd vertibird and changing pilots appearance - When i reload the game both pilots have the same appearance as the last edited pilot -  the issue persists whether I use 'showlooksmenu' command or the pilot appearance menu. Is this a mod limitation please ?

    3: If I have multiple vertibirds sitting at a distant location - how can I chose a specific one to come and pick me up ?

    Version of MOD = 1.6.6

    Many thanks & please keep up the fantastic work :)
    1. PJMail
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      1) I have never seen the Vertibird fire anything when the player is onboard, in fact it is not allowed by the game so I can't imagine what is happening. Perhaps the Vertibird is corrupt (strange things happen then).
      2) That could be - the game seems to store looksmenu type changes against the NPC template (actorbase) rather than the actual in-game instance. All pilots are based off the same male or female template. A mod could add more templates, but no one has asked before...
      3) Also something noone has asked before. I have treated the extra Vertibirds as 'spares' in case your 'current' one is destroyed - so that is the only time you can recall them.
    2. cockysquig01
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      Thank you for your response….I think the reason I ask is because Im enjoying your mod way too much and explore its features to the limit - Please take that as a compliment :)

      With regards to firing when you’re on board….
      1. Equip a ‘copilot ring’
      2. Fly manually over to an area with enemies
      3. Ask the pilot (I use hotkeys mod with the recall beacon tool) to ‘patrol this area’.
      4. I then enjoy a cockpit view of the carnage (The vertibird is equipped with rockets).
      5. Guns and plasma are not an issue but when the pilot fires missiles at this point and you are inside the vertibird in 1st view, you could die due to a random explosion.

      for extra destruction….

      6. Build a second vertibird.
      7. Go close to the second vertibird and use the command tool - ask it to ‘patrol around player position’ … it will then follow you in circles…
      8. Equip a ‘co pilot ring’ ….Give your companion a ‘gunner ring’ and secondary companion a ‘2nd gunner ring’ (I use Heather Casdin or Barb - they don’t take up your primary companion slot)….jump into your primary vertibird….you are now sitting in the co-pilot seat of your vertibird, with two door gunners :).
      9. Use manual flight mode to fly to a target area….the secondary vertibird WILL follow you :) :)
      10. Over target area use command tool to ‘patrol present position’…..both vertibird will now cause havoc, with both door gunners shooting everything up (get them to use explosive bullets) & 2 rocket armed gunships tearing the place up…while you get a first person view of the spectacle. (I guess the follower vertbirds can also have settler door gunners ??? …will try that !).

      I plan to build extra vertibirds and do that with 3 or 4 …have a mini armada follow me around the map razing the place. To have them land at specific spaces (I’m planning to build an airfield at spectacle island) in my settlement I plan to use the portable landing markers INSIDE the settlement, as you can park the individual vertibirds on individual portable markers.

      All this involves a bit of micro managing but thanks to your effort it’s actually possible to manage a fleet of gunships which is just amazing :)

      EDIT: The vertibird recall beacon and command tool seems to work on the CLOSEST vertibird to you, so if you have multiple birds you need to go very close to the ‘secondary’ ones to get them to follow you with the recall tool….only once they all follow you then jump into primary one & from then all all commands are only to the vertibird you are inside of. IF you want to give commands to your secondary, follower vertibirds then land…jump out….run away from primary vertibird a little (so the orbiting vertibird becomes the closest) and the command tool should then work on the secondary vertibird.

      VTAW Officer mod is a great addition to this vertibird - the jacket from the outfit has 4 stripe epaulettes which look perfect on the pilot :)
    3. PJMail
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      Thank you for trying things I haven't! Most of what you described is intentional but I have not combined them as you have...
      - the recall beacon always works on the closest VB, so you can manage multiple VBs.
      - Instructing a VB to "follow you" will follow you wherever you go (even fast travel) except interiors - do yes, even if you are flying.
      - The VB shooting while you are in the copilot seat is still surprising though!
  10. KingKaliber01
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    So I have Flyable Personal Vertibird - Paintjobs installed and put my own texture into one of the slots, but nothing happens when I switch skins via the holotape. Also the Recall Beacon doesn't do anything else but say "your vertibird is already here." What's going on?
    1. PJMail
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      As described in the "Install Issues" article this can happen if somehow older scripts are being used. I would follow the 'clean re-install" process as your install is broken. Also make sure you have no loose "fpvertibird" files/directories.
  11. Ragnar8487
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    Hello. I have an idea on how to make helicopter creation more immersive and without being tied to game factions - you can place helicopter blueprints on one of the airbases, after finding and reading which we will be able to build a helicopter. Or, for example, we can find information about helicopter construction in the terminal at the airbase. It would also be possible to add a workbench for helicopter construction, for example, like the one for creating robots.

    That is, the idea is this:
    1). We find blueprints,
    2). We build a workbench for assembling a helicopter,
    3). We collect the necessary components and build a helicopter on the workbench.
    And we also change the guns and paint, also on the workbench.
    1. PJMail
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      I have thought of this, there is even a blueprint object already in the mod - I just couldn't find a good place to put it that other mods aren't already using...
    2. Ragnar8487
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      You can place the blueprint here - USAF Satellite Station Olivia
  12. dooderek
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    Have you considered adding an animation (ex:pipboy idle) when using the vertibird activator so it looks like the player is physically calling it.
    1. PJMail
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      No, not even sure what that idle looks like.
      My aim is to access it as quickly as possible so I am not going to slow it down with an animation -
      however someone could make a patch perhaps? I don't know how animations are attached to objects that you consume...
      I would also think there is a more appropriate idle for a hand held item than a wrist mounted one somewhere.
    2. dooderek
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      cool beans, I will go about making a patch. Once it is ready I will reach out for your approval to upload. I need to look closer tonight but hopefully i will just have to attach a script property to an MGEF then add it to the ingestible to play an idle animation. I recently came across a mod that did the aforementioned actions but it calls the BoS vertibird and thought it would look really neet for FPV. 
    3. PJMail
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      I thought you just add an idle with the correct conditions (like the ones for stimpak, robot repair kit, etc) and it will happen automagically...
  13. awakenedevil1
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    Love the mod immensely, about the only way to enjoy survival mode for me. Unfortunately in my latest playthrough for some reason I cannot set the airship from airship player home as my main settlement. Keeps saying "Settlement is broken", any ideas?
    1. PJMail
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      Have you installed the airship player home patch from optional files?
    2. awakenedevil1
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      Super bizarre, no I did not yet however I know I've done st least 2 playthroughs without it and was able to use the settlement. Regardless yes I downloaded it, not at the airship yet but o assume this will solve my problem. Tyvm.
    3. PJMail
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      That is what the patch is for. Without the patch the only destination is the map reference, which is the wheelhouse (an interior therefore unusable as a VB destination).
    4. Syngem
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      Howdy. Okay that all makes sense now I guess the red herring here for Me was that I thought it was F4SE hence my original question. Thank for your help and the great Mod I have installed V1.7 and it all works as designed. Cheers!
    5. PJMail
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      You responded to the wrong thread - but great that it is working in VR for you!
      I need to leave Nexus for a couple of months so really want everything finalized.
    6. awakenedevil1
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      Last issue here, so I updated the mod to the latest version and now for some reason I can't change my vertibird guns. They were changing fine before I switched to the newer version yet pilot speech wasn't working. It's flip flopped now and not sure how to diagnose. Reinstalled the mod already, can't change settings via MCM or holotape. It's not a huge complication since I use it primarily for travel not combat.
    7. PJMail
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      You mean the front guns or the turret minigun? Both are only changed via the recall menu (the minigun only when you are onboard). The MCM/holotape only sets the default for new Vertibirds - I should really get rid those settings as it is confusing.
    8. awakenedevil1
      awakenedevil1
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      So funnily enough I was able to hot swap weapons on the bird whenever I wanted before I upgraded versions. I remade the vertibird last night and understood the MCM settings. Just odd that I was able to swap like that on the older version. Otherwise thank you for the guidance everything is 100/100. Cheers.
    9. PJMail
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      I made that change many versions ago as the menu one conflicted so I decided the MCM/holotape should just be a "style of play" config you set on install and forget.
  14. Syngem
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    Hi there.
    I have a question bout this mod in VR. Most things appear to work as designed with the exception of the door closing on the Pilot \ Gunner's side. I read in your recommended notes that it requires F4SE and I have that installed the VR version Fallout 4 VR runtime 1.2.72 - build: 0.6.21. I am using 1.6.7c of the mod with no optional downloads and have tried it with only me in the passenger and co-pilot seats and no companions with no luck. Does it work with that version of F4SE?
    Thanks
    Fink.
    1. PJMail
      PJMail
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      Unfortunately F4SEVR is broken (and now so is F4SE-NG...) so it does not allow me to remove the minigun from the door.
      Also since the other F4SE fumctions I want are also missing from F4SEVR (access to hand controls) my mod doesn't use F4SEVR at all -
      so you might as well install the "No F4SE" version of 1.7, which has removed the Minigun model completely so the doors do close.

      I will double-check that is also the case in V1.6.8 in case you decide to upgrade from 1.6.7
    2. PJMail
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      Seems I included that change in 1.6.8e but haven't yet uploaded that version yet - so no help to you...

      Can you try 1.6.8 to make sure it still works with VR still (in case I introduced a bug) - thanks!
    3. Syngem
      Syngem
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      I updated to 1.6.8d English version and installed the "No F4SE" option and it does now close the door thanks. However it no longer allows me to issue the pilot commands in free flight which makes sense if it's not using F4SE but it also removes the ability to open the Vertibird recall beacon to change destinations mid flight and it no longer appears to recognises the landing pad e.g. it plonked me into the middle of the river at Sanctuary when the landing pad was on the other side of the bridge. I selected the destination using the map because you can't select landing markers. Having said that I haven't tried all of them yet nor have I to deleted and recreated them, I will give that a try later today as well as the portable landing markers and let you know if that is useful. One other question if have is there an way to anchor the player into the seat when it does it's crazy turning thing, sometimes you can lean out of the Vertibird altogether which is a bit immersion breaking and disconcerting in VR. If you want me to open a separate question on that let me know. Thanks.
    4. PJMail
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      There should be NO change of functionality using the no-F4SE option with VR - especially commanding the Pilot or using the recall beacon - that is definitely a problem.

      When I detect FO4VR I simply do not use any F4SE functions. The "no-F4SE" option is thus the same except I can do some minor changes impossible in script (like removing the dummy Minigun so the door can close).

      When you say you can't instruct the Pilot - you mean you get the "Pilot Command?" option like before, but it does nothing?
      Does the recall beacon works normally when not onboard?
      When onboard and you try the Recall beacon, is it returned to your inventory? Do you get a "Command failed" message?
    5. PJMail
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      I just downloaded 1.6.8d and installed the "No F4SE" it on new game and recall beacon worked.
      I need to know what messages you got (when you boarded and when you used the recall beacon) etc, as well as the answers to the previous questions. It sounds like the installation of 1.6.8d is broken - what mod manager do you use?
    6. Syngem
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      Hi again. So I am using Mo2 it's a old version 2.4.4 as I am using Gingas's Mods she strictly recommends not upgrading probably due to customer scripts for that version and all her other mods note that she didn't not include this Mod in her Mod list.

      I tried landing at a site with a portable Landing marker that I had made a while ago and that worked but went back to the Landing kit at sanctuary and the same thing  in the river on the other side of the bridge. The error message is "PFV V0.000 Install problem. Scripts are V1.680"  Pilot Command buttons appear when the pilot is targeted but nothing happens. The Vertibird recall does call it to your location if different but if the same as your location e.g. next to you and you tell it to go to a settlement it says "VB command failed".

      I tried creating another Portable marker but it does not appear in the chem station only the Landing Kit and I think most of the other stuff is there like rings, recall beacon, settings. I also destroyed all Vertibirds and made another but the same thing with the new one. 
    7. PJMail
      PJMail
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      Getting that "install problem" message is telling you you have an install problem. If you looked in the "Install issues" article I link at the top you would see an explanation for this. Basically MO2 is braindead and trying to load an esp before its master - which is impossible. The load order MUST be fpvertibird.esp followed by FPV_Armored.esp (with V1.6.x). This is one of the reasons I released V1.7 (as it only has FPVertibird.esp), however it is not an upgrade from V1.6.x so only useful for new games.
  15. helldiver2024
    helldiver2024
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    Is there a way to keep other NPCs besides the Gunner and Pilot with the Vertibird?
    1. helldiver2024
      helldiver2024
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      I'd like to get like 2 other NPCs perm assigned to it not just the gunner
    2. PJMail
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      Where would those other 2 'Crew' sit? What purpose would they have? 'Crew' are not 'team mates' - they look after the VB, not you, so I don't see the point of extra ones.

      If you are imagining calling in a 'team' to fly in to help you, that is not possible with this mod. This is a 'personal transport' style mod. The above is more what FCOM does.
    3. PJMail
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      If it is just extra VB security, I would stick with the inbuilt pilot as they are protected and you can give them better weapons and armor.
    4. helldiver2024
      helldiver2024
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      So like there's 4 seats in the back of the VB, basically I would like to fill them with recruited positions just like the gunner works. or a recruitable co pilot
    5. helldiver2024
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      and my point is more for aesthetics than function. I just want the bird to look full, not calling in assistance
    6. helldiver2024
      helldiver2024
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      Also and to be more annoying lol is there a way to maybe combine these two mods?

      https://www.nexusmods.com/fallout4/mods/18591? Power Armor Airdrop? Since your mod allows for storing power armor already. I know there's a BoS version of this that's super like fleshed out and story driven, so nothing like that just like I want the VB to drop armor and bounce
    7. helldiver2024
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      Just wanted to follow up here if it was possible to at least recruit a co-pilot like the gunner. 

      I currently run 5 companions, Dogmeat, a Power Armor user, a normal trooper, and my Vertibird's "co-pilot". Then with the bird I have the gunner and pilot

      I'd rather the "co-pilot" just stay with the bird vs coming every with me because it gets crowded. it's just for immersion purposes. I like the look of having a pilot co-pilot and gunner that stay with the bird.
    8. PJMail
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      I understand your request, it is just a lot of extra coding as the 'recruitable' part was an add-on so very ad-hoc.
      If I started again I would recode everything more general, but it is what it is - code added to code added to code.
      As such it is messy to add a second recruitable Pilot. At the moment I need a rest (going away) so just tidying things up.
      No major additions for a couple of months. Sorry.
    9. helldiver2024
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      No worries, just curious. Amazing mod regardless
    10. PJMail
      PJMail
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      All this is explained in the "Pilots" section in the very first post above. Please read it for further  explanations
  16. JADEEW0LFF
    JADEEW0LFF
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    HEY quick question are you able to make a enclave personal pilot due to the popular mod America rising 2so my pilot isn't hostile towards the enclave
    1. PJMail
      PJMail
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      That is answered in big letters on the description page - YES - there is an enclave pilot (that stops all hostility) and enclave color scheme for the VB - in the optional files.

      I will make it more obvious, it gets lost in the info.
    2. JADEEW0LFF
      JADEEW0LFF
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      thank you so much that was helpful
    3. Is he dependent on advancing the quest?
      I am already with the Enclave but when I tell my Pilot to change outfit no Enclave Option appears.
      I cleaned my files from any BOS replacers and downloaded the AR2 Pilot but still no chance.
    4. PJMail
      PJMail
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      The enclave pilot is a "random" pilot replacer, so only works if you use the default "random" pilot type (as set in the MCM/holotape). "Random" pilots are built off a template (which makes them have random appearance). The enclave pilot is using the AR2 Vertibird Pilot template. If you used the "modifiable" type pilot you have to change to "random" then use the "change pilot" menu option for the Vertibird.