A couple of things I did not mention on the description page.
If followers do not follow into vertibird, try installing the Followers fixer mod to work around the issue: http://www.nexusmods.com/fallout3/mods/12274/?
By necessity this is a heavily scripted mod and I streamlined it as much as I could. Even so, If your machine is already struggling with mods or just not that strong to begin with, adding this one could push it over the edge into instability.
Use the TogglePOV key (f key default) to switch between 1st and 3rd person, use the mouse wheel in 3rd person to set the chase camera distance. Mouse Wheel TogglePOV switching is disabled in 1st person (will just cause the view to jitter and shake wildly).
The follower command function is designed for use with teammates that do not have any warping or teleport type functions of their own (i.e. vanilla). Using it in combination with more advanced teammates functions is possible and usually not a problem if the features and limitations of each system are understood and accounted for. If not, it can create a bit of a mess as they conflict and try to override each other. See the Bugs section if you experience issues with using the follower command function.
Console command for remote, replace xx with the hexadecimal mod index in your load order:
Spoiler:
Show
player.additem xx006563 1
Location of first remote:
Spoiler:
Show
Nathan and Manya's house in Megaton. If players lockpick is to low, open console, click on door, verify "door" is selected, enter "unlock" command, exit console.
Been using this mod for months now with no issues but for some reason now when I click on the vertibrd control in the aid tab it makes the sound it usually makes when calling in a bird but it dissappears and no vetribird comes to me, anyone any ideas what the issue could be? It's also the only mod I have installed.
Sorry to hear that, I've never had that happen, my best guess is that you have a "crashed" Vertibird somewhere. My only suggestion is loading a save before this happened, hopefully you have one.
Is there a way to clear the vertibird's "Crew roster?" Certain followers that I no longer intend to have with me keep getting pulled from their respective off-duty spots in the world into the interior.
Unfortunately I didn't provide a way to clear the list. The FormList is J3XVertibirdCombatRoster and I just tried to clear it using the console but it doesn't seem to be exposed to the console, or possibly I was doing something wrong.
If I figure out a way to clear it using the console I'll update it here. Otherwise the only thing I can think of is to uninstall and reinstall the mod if you don't have too much invested in it, like storage or custom key binds.
I appreciate your timely response/continued activity, and for looking into it. I was worried it'd come to a "reinstall," unfortunately. I've got the interior of the bird all decked out with Portable Camping containers and such. It isn't the first time I'll have to re-design something that way, though.
I saw the crew key as a convenience at first, but now -- mainly due to this -- it will likely instead take the role of a "last resort" for corralling npcs into the hold. Sydney, unfortunately, is a necessity in this, as for whatever reason she will not auto-enter the vertibird when I do. :\
I actually worked on an update for this about 8 months ago but that is too long for my brain so I don't remember where all the files are or what exactly I was doing. I would like to update it but can't promise anything since I've started and gotten distracted several times over the years :)
For Sydney not entering have you looked at the BUGS tab? One of the issues listed is "Some followers do not enter interior of vertibird." and there is a follower fixer mod linked that I think should fix your problem.
I'll give that follower mod a shot. I haven't had a lot of luck with them before trying to cooperate with C&CC.
Went and reinstalled the vertibird last night and got it all set back up. Except for wishing I could clear the roster the mod runs flawlessly; I have plenty of stability issues in FO3 but none of them come from your mod. :)
... Just the side-effect of overloading the rendering queue if I'm zooming by busy environments if I'm too low amongst the high LOD models lol
update: Installed the mod and it seems to have fixed her issue without impacting CC&C in any meaningful way. Good stuff!
Delete the save in the Vertibird then go to the topic "Can no longer reload/holster weapons" in the BUGS tab and it will explain how to reset your controls.
Followers come in and out of vertibird without any problems, free to move about the cabin. Other functions work perfectly too. Thank you very much for your mod, it is the best! I wish you good luck in your work!
You may get the remote by completing the Water of Life quest, or by finding it in the game. Or in the first sticky post I list two spoiler ways to get the remote, using console commands, and by listing where to find one in game.
So four ways to get the remote, I thought that was enough.
The models I used would need modifications to support that function and I chose not to implement retractable landing gear. The Flyable Pilotable Vertibird BETA by arlix (https://www.nexusmods.com/fallout3/mods/13593) does supports that feature though if it is something you want.
Exit Flight Mode - Activate+Jump (e key+space key) get out of a flying Vertibird All the controls are listed under the Controls (default) section on the DESCRIPTION page tab.
Exit the interior just like any building, by the door or optionally from the pilot seat menu.
The most sophisticated Vertibird mod imo. Acceleration and speed feel very realistic and pleasant. Sadly it lacks an option to retrack your landing gear. This is the one thing that arlix123's version does better. Because it looks quite cool and in that mode it doesn't take away much from your vision.
This mod with retractable landing gear would be perfect.
55 comments
If followers do not follow into vertibird, try installing the Followers fixer mod to work around the issue: http://www.nexusmods.com/fallout3/mods/12274/?
By necessity this is a heavily scripted mod and I streamlined it as much as I could. Even so, If your machine is already struggling with mods or just not that strong to begin with, adding this one could push it over the edge into instability.
Use the TogglePOV key (f key default) to switch between 1st and 3rd person, use the mouse wheel in 3rd person to set the chase camera distance. Mouse Wheel TogglePOV switching is disabled in 1st person (will just cause the view to jitter and shake wildly).
The follower command function is designed for use with teammates that do not have any warping or teleport type functions of their own (i.e. vanilla). Using it in combination with more advanced teammates functions is possible and usually not a problem if the features and limitations of each system are understood and accounted for. If not, it can create a bit of a mess as they conflict and try to override each other. See the Bugs section if you experience issues with using the follower command function.
Console command for remote, replace xx with the hexadecimal mod index in your load order:
Location of first remote:
If I figure out a way to clear it using the console I'll update it here. Otherwise the only thing I can think of is to uninstall and reinstall the mod if you don't have too much invested in it, like storage or custom key binds.
I saw the crew key as a convenience at first, but now -- mainly due to this -- it will likely instead take the role of a "last resort" for corralling npcs into the hold. Sydney, unfortunately, is a necessity in this, as for whatever reason she will not auto-enter the vertibird when I do. :\
For Sydney not entering have you looked at the BUGS tab? One of the issues listed is "Some followers do not enter interior of vertibird." and there is a follower fixer mod linked that I think should fix your problem.
Went and reinstalled the vertibird last night and got it all set back up. Except for wishing I could clear the roster the mod runs flawlessly; I have plenty of stability issues in FO3 but none of them come from your mod. :)
... Just the side-effect of overloading the rendering queue if I'm zooming by busy environments if I'm too low amongst the high LOD models lol
update: Installed the mod and it seems to have fixed her issue without impacting CC&C in any meaningful way. Good stuff!
i saved the game while in the vertibird and when i load its broken
I remember spending a lot of time writing code so this would be possible in theory but had no controller to test that theory, good to know it works.
Or in the first sticky post I list two spoiler ways to get the remote, using console commands, and by listing where to find one in game.
So four ways to get the remote, I thought that was enough.
The Flyable Pilotable Vertibird BETA by arlix (https://www.nexusmods.com/fallout3/mods/13593) does supports that feature though if it is something you want.
Anytime I try to call the Vertibird, I hear the caller noise..BUT NO VERTIBIRD COMES!!! I have broken steel, and I have FOSE
EDIT: Nevermind...Forgot to launch with FOSE lol. How do you exit the bird though?
All the controls are listed under the Controls (default) section on the DESCRIPTION page tab.
Exit the interior just like any building, by the door or optionally from the pilot seat menu.
This mod with retractable landing gear would be perfect.
But anyway, thanks for creating this.