Liberty's Interior is now compatible with Hopper31's Vertibird Player Home Version 4 (and future) updates which converted its main file into an .esm file, apologies it took almost 3 months for me to notice!
-All previous bug fixes are included in the new update. -A few more fixes are included and a new compatibility addition (check description/.txt file for more info). -Be aware if for some reason you use a Pre-Version 4 of Hopper31'a Vertibird Player Home (where the main file is the outdated .esp) then for this Liberty's Interior Mod to work you will have to use a tool such as xEdit/FNVEdit to manually change the Master File dependency on this Liberty's Interior Mod from a .esm requirement to a .esp requirement, for anyone using Hopper31's Vertibird Player Home's Version 4 or higher this will be of no concern to you.
> > > **NOTICE** < < < If you have not updated Hopper31's Vertibird Player Home to Version 4 up till now to continue using my Interior: First: Aww Thank You, and again super sorry it took this long to update! Second: UPDATING HOPPER31's VERTIBIRD PLAYER HOME MOD WILL EFFECTIVELY RESET EVERYTHING TIED TO IT ON EXISTING PLAYTHROUGHS, THIS INCLUDES THE CONTAINERS!!! Before updating Hopper31's Vertibird Player Home and this Liberty's Interior Mod, you Must remove all your items from every storage container in existing save files else they will be erased! -Note any existing saves with Hopper31's Vertibird Player Home Version 4 installed will have no cause for concern, this Liberty's Interior Mod does not remove any containers except for changing the Fridge which I'm not certain if that will reset the contents or not (better to be safe then sorry though so just go ahead and empty that), it only moves other containers which means items stored in them on existing save files will remain within them!
I'm running into an issue, and I'm not sure if it's a bug with the mod, or an incompatibility with TTW, but when I have this mod active, doctor's don't heal me after paying them. I'd appreciate any help, thank you.
If I had to harbour a guess, it would be the Coffee Effect that is added with this mod. Since it modifies the Doctor Cure Addiction Scripts/Lists which either TTW or another mod is also modifying that is then getting overwritten by this mod, you'd need to merge those scripts on your end as it's a case by case basis sort of thing I can't help with. Iirc you'd use FNVedit to find the conflicts and merge the two scripts so that both effects are present in one, if you're unsure how to do that there's several extremely user friendly and informative guides on YouTube (or some written guides on Nexus/Xedit if you prefer reading).
Thank you for the quick reply! While I'm not an expert on xedit by any means, I was able to fix it by deleting those scripts. Probably not an ideal solution, but I appreciate the response. If you plan on releasing a patch, I just wanted to let you know that the conflict with this mod is with YUPTTW. Either way, thank you for your time, and for your mod!
Yeeeah that's not the most ideal solution, but it's not game breaking I suppose. Just be aware if you ever become addicted to the Coffee Effect you're only option would be to use the drug "Fixer" as the Doctors' addiction removal list would no longer recognize the effect. To my knowledge the conflict is unfortunately something I'd be unable to patch because a conflict would arise with Any mod that affects the same script, so that'd be like updating the script to include every single addition possible added by every other mod (which I would have to download all of those to learn what inclusions they made) then the same for every single other script that's been modified here. That's why Xedit becomes your best friend the more mods you download, you can use it to merge the scripts for whatever conflicts come up in your personal mod list without needing to wait for a compatibility patch between unrelated mods that likely will never happen because of the sheer amount of mods out there (compatibility patches are usually only made by the same author of two mods that they expect to be used together). Any YUP Patch is bound to conflict with something in every mod because of just how much of the base game it modifies, (again it's been a bit since I've played so I may remember a step wrong) in that case you'd just use Xedit to drag the conflicting script parts into the other mod's script so that it now modifies the same thing along with it's existing changes hence the term merging scripts. Hope I didn't make that too confusing, but again there shouldn't be any game breaking problems in this case so you're probably fine. I just Definitely would not recommend deleting scripts for every conflict you come across cause some mods could entirely hinge on that one script and cause crashes or soft locks upon reaching it in-game.
Does this provide a space for Bobbleheads too? I'm trying to find a player home that lets me have snowglobes and bobbles in one place, and this would be perfect if I could
Bobbleheads through Tale of Two Wastelands (or a Bobblehead addition mod)? Tl;dr, no it does not (yet). While this mod is compatible with TTW (as far as I know), at the time I made this mod I didn't have a copy of Fo3 on Steam so the thought never crossed my mind, I do have access to that now- though currently do not have the available time to look into it... It should run off the same script as the Snowglobe Display iirc however in that case I'd probably have to narrow it to only detect the Bobbleheads from TTW due to any other potential mods using different IDs and such, I'll make a note of that and hopefully implement it the next time I have a chance (no promises for anytime soon). I'll be sure to give you a ping whenever that is!
It's simply another storage box for most people, that was apart of the original interior just in a different spot. However there's another add-on mod made by someone else who uses that box to place a custom Pilot's Helmet within, so to keep this mod compatible with that one in the event someone used Both I just placed it in the best spot I could think of.
*(The rest of this is just added details if you're curious, not very important to the point above)* Also this avoids the issue of someone playing with the original interior, storing stuff in that box, then later downloading my add-on which could've lead to them losing those stored items if I'd hidden it like in one of the original versions or deleted the box outright. This is actually the explanation for most of the storage that's present besides the Safe which I just always liked the model of, all the other storage is in the original interior so I just repositioned everything to avoid deleting anyone's items.
At some point I think I toyed around with the idea of converting each of the existing storage into different models maintaining the same IDs so that existing items remained within while making it more personalized, but that's quite a few individual objects and it felt like more hassle than it'd be worth to find space for like 12 different new containers, ntm with something like the Ammo Crates someone may have had those organized in a certain order then if they'd downloaded my mod after I moved them into a bunch of different objects in different spaces it might have been difficult to get used to. But that's just how my overthinking ahh' thought of it. 😂
Ooh yeah, the Blue Thunder reskin! I was going into crack theory territory like "what if I put the C-Finder in there" as if it was something from The Frontier (which I have yet to see someone do, considering the Vertibird Player Home and the XRE Vertibird mods), but I'm glad it's just extra storage. I'll probably use it for grenades, cause that's a good thing to store in a metal box on a helicopter that's constantly shot at XD
As mentioned in the Description, there's a single .Ini file in this mod's folder for ease of individual use, there you can change the chance each video has to appear or you can remove it's line of text to not see the particular video at all. Assuming you use a mod manager there should be an option to easily access and modify the .Ini without any file digging.
Not difficult at all iirc it should be pre-made item, I just didn't add it cause I thought it'd be too op, but you could do it yourself if you have the G.E.C.K. downloaded.
Simply search "0400A870" in the ID Search and you can drag n' drop it into the Vertibird's Interior Cell, then just place it where you like and save. (Lmk if you need help anywhere in the process)
Would you be able to make the tv animated? There's a mod that animates some tvs, but I think it would be amazing to sit down, and watch some tv while auto flying to a location.
It was a simple enough change, it'll be included in the update that's compatible with the newest PVH Version. (For anyone else reading the change will be in an ini file which affects nothing if you don't have the Animated TVs Mod installed, so it won't be a requirement for future downloads.)
Edit: This mod is now up to date and compatible with the .esm version of mod.
You can patch the file yourself using a hex editor like HxD by changing the reference to Player Vertibird.esp to Player Vertibird.esm at the beginning of the file. I won't be distributing a patched file because I don't know how the author would feel about that.
40 comments
-All previous bug fixes are included in the new update.
-A few more fixes are included and a new compatibility addition (check description/.txt file for more info).
-Be aware if for some reason you use a Pre-Version 4 of Hopper31'a Vertibird Player Home (where the main file is the outdated .esp) then for this Liberty's Interior Mod to work you will have to use a tool such as xEdit/FNVEdit to manually change the Master File dependency on this Liberty's Interior Mod from a .esm requirement to a .esp requirement, for anyone using Hopper31's Vertibird Player Home's Version 4 or higher this will be of no concern to you.
> > > **NOTICE** < < <
If you have not updated Hopper31's Vertibird Player Home to Version 4 up till now to continue using my Interior:
First: Aww Thank You, and again super sorry it took this long to update!
Second: UPDATING HOPPER31's VERTIBIRD PLAYER HOME MOD WILL EFFECTIVELY RESET EVERYTHING TIED TO IT ON EXISTING PLAYTHROUGHS, THIS INCLUDES THE CONTAINERS!!! Before updating Hopper31's Vertibird Player Home and this Liberty's Interior Mod, you Must remove all your items from every storage container in existing save files else they will be erased!
-Note any existing saves with Hopper31's Vertibird Player Home Version 4 installed will have no cause for concern, this Liberty's Interior Mod does not remove any containers except for changing the Fridge which I'm not certain if that will reset the contents or not (better to be safe then sorry though so just go ahead and empty that), it only moves other containers which means items stored in them on existing save files will remain within them!
Iirc you'd use FNVedit to find the conflicts and merge the two scripts so that both effects are present in one, if you're unsure how to do that there's several extremely user friendly and informative guides on YouTube (or some written guides on Nexus/Xedit if you prefer reading).
To my knowledge the conflict is unfortunately something I'd be unable to patch because a conflict would arise with Any mod that affects the same script, so that'd be like updating the script to include every single addition possible added by every other mod (which I would have to download all of those to learn what inclusions they made) then the same for every single other script that's been modified here. That's why Xedit becomes your best friend the more mods you download, you can use it to merge the scripts for whatever conflicts come up in your personal mod list without needing to wait for a compatibility patch between unrelated mods that likely will never happen because of the sheer amount of mods out there (compatibility patches are usually only made by the same author of two mods that they expect to be used together).
Any YUP Patch is bound to conflict with something in every mod because of just how much of the base game it modifies, (again it's been a bit since I've played so I may remember a step wrong) in that case you'd just use Xedit to drag the conflicting script parts into the other mod's script so that it now modifies the same thing along with it's existing changes hence the term merging scripts. Hope I didn't make that too confusing, but again there shouldn't be any game breaking problems in this case so you're probably fine. I just Definitely would not recommend deleting scripts for every conflict you come across cause some mods could entirely hinge on that one script and cause crashes or soft locks upon reaching it in-game.
While this mod is compatible with TTW (as far as I know), at the time I made this mod I didn't have a copy of Fo3 on Steam so the thought never crossed my mind, I do have access to that now- though currently do not have the available time to look into it... It should run off the same script as the Snowglobe Display iirc however in that case I'd probably have to narrow it to only detect the Bobbleheads from TTW due to any other potential mods using different IDs and such, I'll make a note of that and hopefully implement it the next time I have a chance (no promises for anytime soon). I'll be sure to give you a ping whenever that is!
*(The rest of this is just added details if you're curious, not very important to the point above)*
Also this avoids the issue of someone playing with the original interior, storing stuff in that box, then later downloading my add-on which could've lead to them losing those stored items if I'd hidden it like in one of the original versions or deleted the box outright. This is actually the explanation for most of the storage that's present besides the Safe which I just always liked the model of, all the other storage is in the original interior so I just repositioned everything to avoid deleting anyone's items.
At some point I think I toyed around with the idea of converting each of the existing storage into different models maintaining the same IDs so that existing items remained within while making it more personalized, but that's quite a few individual objects and it felt like more hassle than it'd be worth to find space for like 12 different new containers, ntm with something like the Ammo Crates someone may have had those organized in a certain order then if they'd downloaded my mod after I moved them into a bunch of different objects in different spaces it might have been difficult to get used to. But that's just how my overthinking ahh' thought of it. 😂
Assuming you use a mod manager there should be an option to easily access and modify the .Ini without any file digging.
Simply search "0400A870" in the ID Search and you can drag n' drop it into the Vertibird's Interior Cell, then just place it where you like and save. (Lmk if you need help anywhere in the process)
There's a mod that animates some tvs, but I think it would be amazing to sit down, and watch some tv while auto flying to a location.
(For anyone else reading the change will be in an ini file which affects nothing if you don't have the Animated TVs Mod installed, so it won't be a requirement for future downloads.)
Edit: This mod is now up to date and compatible with the .esm version of mod.
This mod looks great. Hopefully we can get an update. :)
I won't be distributing a patched file because I don't know how the author would feel about that.
Edit: This mod is now up to date and compatible with the .esm version of mod.